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TA貢獻1848條經驗 獲得超10個贊
有很多方法可以做到這一點。一種不需要太多數學知識并讓 Three.js 處理繁重工作的簡單方法是使用嵌套在另一個對象中的Object3D:子對象是“環”,父對象將環移動到中點并“看起來”沿著線向下,使其垂直。
// Create end vectors
var v1 = new THREE.Vector3(1, 3, 5);
var v2 = new THREE.Vector3(7, 8, 10);
// Get midpoint
var mid = new THREE.Vector3();
mid.addVectors(v1, v2);
mid.multiplyScalar(0.5);
// Nest child object inside parent
var parent = new THREE.Object3D();
var child = new THREE.Object3D();
parent.add(child);
// Set child position to any point in the XY plane with radius = 1
// This is a point in your "disc"
child.position.set(0, 1, 0);
// Move parent to midpoint
parent.position.copy(mid);
// Rotate parent to look towards end of the line
// This makes the "disc" perpendicular to the line
parent.lookAt(v1);
// Get world position of child?
var discPoint = new THREE.Vector3();
child.getWorldPosition(discPoint);
console.log(discPoint);
的本地位置child
仍然是[0, 1, 0]
,但是在平移和旋轉父級之后的世界位置就是您正在尋找的答案?;蛘?,您可以簡單地使用Object3D.localToWorld,但我認為這個父/子示例可以更清楚地說明該過程。
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