我搜索得很远,但似乎无法想象这个非常基本的东西.我已经在一年或两年前看过stackoverflow和其他地方的其他例子,但他们无法使用最新版本的Three.js.
这是我正在研究的版本:http://medschoolgunners.com/sandbox/3d/.
我试图让灰色圆锥与未标记的红色矢量完全对齐.IE浏览器.我希望锥体的尖端与矢量精确对齐,并从该方向的原点指出.
这是我现在的代码:
//FUNCTION TO CREATE A CYLINDER
function create_cylinder(radiusTop,radiusBottom, height, segmentsRadius, segmentsHeight, openEnded, color)
{
var material = new THREE.MeshLambertMaterial({
color: color, //0x0000ff
opacity: 0.2
});
var cylinder = new THREE.Mesh(new THREE.CylinderGeometry(radiusTop,radiusBottom, height, segmentsRadius, segmentsHeight, openEnded), material);
cylinder.overdraw = true;
return cylinder;
}
//ALIGN THE CYLINDER TO A GIVEN VECTOR
var alignVector=new THREE.Vector3(-50,50,50); //the vector to be aligned with
var newcylinder = create_cylinder(0.1, 10, 40, 50, 50, false, "0x0ff0f0"); // the object to be …Run Code Online (Sandbox Code Playgroud) (stackoverflow的新手,webgl/three.js的新手,...)
我正在使用three.js r54绘制一个力导向图.节点之间的边缘是THREE.Lines,很好,但是用raycaster不能选择线条.所以我的目标是采用圆柱代替(或同时)线条(也因为我可以做更多的东西:使用纹理,......)
这就是我正在做的放置圆柱体:
// init reference vector
var upVec = new THREE.Vector3(0,1,0);
//---withhin a loop---
// get direction
var direction = startPoint.subSelf(endPoint).clone();
// half length for cylinder height
var halfLength = direction.length() * 0.5;
// get offset
var offset = endPoint.clone().addSelf(direction.clone().multiplyScalar(0.5));
// normalize direc
direction.normalize();
//newUpVec = upVec - (upVec *(dot) direction) * direction - projection of direction
var newUpVec = upVec.clone().subSelf(direction.clone().multiplyScalar(upVec.dot(direction.clone()))).normalize();
var right = newUpVec.clone().crossSelf(direction.clone());
//build rotation matrix
var rot = new THREE.Matrix4(right.x, right.y, right.z, 0,
newUpVec.x, newUpVec.y, …Run Code Online (Sandbox Code Playgroud) 我已经加载了 OBJ 多面体,并使用 EdgesGeometry() 来提取其边缘:
var edges = new THREE.LineSegments(new THREE.EdgesGeometry(child.geometry), new THREE.LineBasicMaterial( {color: 0x000000}) );
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但我想将每个边缘渲染为具有可配置半径的圆柱体。像这样的东西: