THREE.js - 旋转移动3D球
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我是THREE.js的新手,对物理知识知之甚少 - 但我正在尝试建立一个足球游戏引擎(从顶部看),现在我正在努力控制球的运动。
当试图将球从一侧移动到另一侧时,旋转始终面向一个方向,我不明白如何使其沿着其移动的方向旋转。
我添加了一个显示此问题的简单代码。非常感谢您的帮助。
/*
*
* SET UP MOTION PARAMS
*
*/
var degrees = 10;
var power = 1;
var angleRad = degrees * Math.PI / 120;
var velocityX = Math.cos(angleRad) * power;
var velocityY = Math.sin(angleRad) * power;
var velocityZ = 1;
var friction = 1;
var gravity = 0.2;
var bounciness = 0.9;
window.onload = function (params) {
/*
*
* SET UP THE WORLD
*
*/
//set up the ratio
var gWidth = window.innerWidth;
var gHeight = window.innerHeight;
var ratio = gWidth / gHeight;
var borders = [40, 24] //indicate where the ball needs to move in mirror position
//set the scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0xeaeaea);
//set the camera
var camera = new THREE.PerspectiveCamera(35, ratio, 0.1, 1000);
camera.position.z = 120;
//set the light
var light = new THREE.SpotLight(0xffffff, 1);
light.position.set(100, 1, 0);
light.castShadow = true;
light.position.set(0, 0, 100);
scene.add(light);
// set the renderer
var renderer = new THREE.WebGLRenderer();
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
/*
*
* ADD MESH TO SCENE
*
*/
// create and add the ball
var geometry = new THREE.SphereGeometry(5, 5, 5);
var material = new THREE.MeshLambertMaterial({ color: 'gray' });
var ball = new THREE.Mesh(geometry, material);
ball.castShadow = true;
ball.receiveShadow = false;
scene.add(ball);
// create and add the field
var margin = 20;
var fieldRatio = 105 / 68;
var width = 90;
var height = width / fieldRatio;
var material = new THREE.MeshLambertMaterial({ color: 'green' });
var geometry = new THREE.BoxGeometry(width, height, 1);
var field = new THREE.Mesh(geometry, material);
field.receiveShadow = true;
field.position.z = -1;
scene.add(field);
/*
* setting up rotation axis
*/
var rotation_matrix = null;
var setQuaternions = function () {
setMatrix();
ball.rotation.set(Math.PI / 2, Math.PI / 4, Math.PI / 4); // Set initial rotation
ball.matrix.makeRotationFromEuler(ball.rotation); // Apply rotation to the object's matrix
}
var setMatrix = function () {
rotation_matrix = new THREE.Matrix4().makeRotationZ(angleRad); // Animated rotation will be in .01 radians along object's X axis
}
setQuaternions();
/*
*
* ANIMATION STEP
*
*/
var render = function (params) {
// add velocity to ball
ball.position.x += velocityX;
ball.position.z += velocityZ;
ball.position.y += velocityY;
//validate if ball is stop moving
if (Math.abs(velocityX) < 0.02 && Math.abs(velocityY) < 0.02) {
console.log("DONE!");
return;
}
// handle boucing effect
if (ball.position.z < 1) {
velocityZ *= -bounciness;
ball.position.z = 1
}
// Update the object's rotation & apply it
ball.matrix.multiply(rotation_matrix);
ball.rotation.setFromRotationMatrix(ball.matrix);
//reducing speed by friction
angleRad *= friction;
velocityX *= friction;
velocityY *= friction;
velocityZ *= friction;
//set up the matrix
setMatrix();
//validate ball is withing its borders otherwise go in the mirror direction
if (Math.abs(ball.position.x) > borders[0]) {
velocityX *= -1;
ball.position.x = (ball.position.x < 0) ? borders[0] * -1 : borders[0];
}
if (Math.abs(ball.position.y) > borders[1]) {
velocityY *= -1;
ball.position.y = (ball.position.y < 0) ? borders[1] * -1 : borders[1];
}
// reduce ball height with gravity
velocityZ -= gravity;
//render the page
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
}
body {
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<html>
<head>
</head>
<body>
</body>
</html>
如果你想要包含摩擦力和惯性等,这实际上是一个非常先进的物理学方法。但你可以采取一些快捷方式来获得一个体面的视觉滚动效果......
如果你在球的运动方向上取向量,你可以得到一个垂直向量..通过运动向量的.cross乘积,用世界向上矢量。
该矢量是球与地面完全摩擦时旋转的轴。一旦你有了这个轴,就可以使用.rotateOnWorldAxis(axis:Vector3,angle:Float)和对象..
然后你必须根据球的半径和行进的距离计算出旋转的数量。所以它是运动矢量*(PI * 2)/周长的长度(在我的代码中称为幅度)的球
如果这有帮助,请告诉我......
p.s - 你的“angleRad”计算除以120而不是180 ..我修正了。
/*
*
* SET UP MOTION PARAMS
*
*/
var degrees = 35;
var power = 0.45;
var angleRad = degrees * Math.PI / 180;
var velocityX = Math.cos(angleRad) * power;
var velocityY = Math.sin(angleRad) * power;
var velocityZ = 1;
var friction = 1;
var gravity = 0.2;
var bounciness = 0.9;
var ballRadius = 5;
var ballCircumference = Math.PI * ballRadius * 2;
var ballVelocity = new THREE.Vector3();
var ballRotationAxis = new THREE.Vector3(0, 1, 0);
window.onload = function(params) {
/*
*
* SET UP THE WORLD
*
*/
//set up the ratio
var gWidth = window.innerWidth;
var gHeight = window.innerHeight;
var ratio = gWidth / gHeight;
var borders = [40, 24] //indicate where the ball needs to move in mirror position
//set the scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0xeaeaea);
//set the camera
var camera = new THREE.PerspectiveCamera(35, ratio, 0.1, 1000);
camera.position.z = 120;
//set the light
var light = new THREE.SpotLight(0xffffff, 1);
light.position.set(100, 1, 0);
light.castShadow = true;
light.position.set(0, 0, 35);
scene.add(light);
// set the renderer
var renderer = new THREE.WebGLRenderer();
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
/*
*
* ADD MESH TO SCENE
*
*/
// create and add the ball
var geometry = new THREE.SphereGeometry(ballRadius, 8, 8);
//make a checkerboard texture for the ball...
var canv = document.createElement('canvas')
canv.width = canv.height = 256;
var ctx = canv.getContext('2d')
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = 'black';
for (var y = 0; y < 16; y++)
for (var x = 0; x < 16; x++)
if ((x & 1) != (y & 1)) ctx.fillRect(x * 16, y * 16, 16, 16);
var ballTex = new THREE.Texture(canv);
ballTex.needsUpdate = true;
var material = new THREE.MeshLambertMaterial({
map: ballTex
});
var ball = new THREE.Mesh(geometry, material);
ball.castShadow = true;
ball.receiveShadow = false;
scene.add(ball);
// create and add the field
var margin = 20;
var fieldRatio = 105 / 68;
var width = 90;
var height = width / fieldRatio;
var material = new THREE.MeshLambertMaterial({
color: 'green'
});
var geometry = new THREE.BoxGeometry(width, height, 1);
var field = new THREE.Mesh(geometry, material);
field.receiveShadow = true;
field.position.z = -1;
scene.add(field);
/*
* setting up rotation axis
*/
var rotation_matrix = null;
var setQuaternions = function() {
setMatrix();
ball.rotation.set(Math.PI / 2, Math.PI / 4, Math.PI / 4); // Set initial rotation
ball.matrix.makeRotationFromEuler(ball.rotation); // Apply rotation to the object's matrix
}
var setMatrix = function() {
rotation_matrix = new THREE.Matrix4().makeRotationZ(angleRad); // Animated rotation will be in .01 radians along object's X axis
}
setQuaternions();
/*
*
* ANIMATION STEP
*
*/
var render = function(params) {
// add velocity to ball
ball.position.x += velocityX;
ball.position.z += velocityZ;
ball.position.y += velocityY;
//validate if ball is stop moving
if (Math.abs(velocityX) < 0.02 && Math.abs(velocityY) < 0.02) {
console.log("DONE!");
return;
}
// handle boucing effect
if (ball.position.z < 1) {
velocityZ *= -bounciness;
ball.position.z = 1
}
// Update the object's rotation & apply it
/*
ball.matrix.multiply(rotation_matrix); ball.rotation.setFromRotationMatrix(ball.matrix);
//set up the matrix
setMatrix();
*/
// Figure out the rotation based on the velocity and radius of the ball...
ballVelocity.set(velocityX, velocityY, velocityZ);
ballRotationAxis.set(0, 0, 1).cross(ballVelocity).normalize();
var velocityMag = ballVelocity.length();
var rotationAmount = velocityMag * (Math.PI * 2) / ballCircumference;
ball.rotateOnWorldAxis(ballRotationAxis, rotationAmount)
//reducing speed by friction
angleRad *= friction;
velocityX *= friction;
velocityY *= friction;
velocityZ *= friction;
//validate ball is withing its borders otherwise go in the mirror direction
if (Math.abs(ball.position.x) > borders[0]) {
velocityX *= -1;
ball.position.x = (ball.position.x < 0) ? borders[0] * -1 : borders[0];
}
if (Math.abs(ball.position.y) > borders[1]) {
velocityY *= -1;
ball.position.y = (ball.position.y < 0) ? borders[1] * -1 : borders[1];
}
// reduce ball height with gravity
velocityZ -= gravity;
//render the page
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
}
body {
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<html>
<head>
</head>
<body>
</body>
</html>
如果我正确理解你的情况,那么你将需要对球进行旋转,这是基于球的局部空间的“右轴”。
THREE.js提供了许多辅助方法来简化namely the makeRotationAxis()
method类的THREE.Matrix4
数学运算。
在概念上和实际上,对你的ball.rotation数学进行一些小的调整应该达到你想要的。请参阅以下代码段以了解如何完成此操作(或参见this working jsFiddle):
/*
*
* SET UP MOTION PARAMS
*
*/
var rotationAngle = 0;
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