使用Three.js我有一个球体(球体)和几个附着在火山点上的精灵。我可以旋转(旋转)地球,并且精灵会保持在他们的位置,因为它们被作为一个组添加到球体中。Three.js将球体旋转到任意位置
现在我希望能够使用按钮将地球旋转到任意位置。我怎样才能做到这一点?例如,如果我想要旋转的点位于地球的后面,那么我如何旋转地球仪以便它位于前方?
这段代码实质上就是我现在所拥有的。我添加精灵的主要网格。
<html>
<head></head>
<body>
<script src="three.min.js"></script>
<script>
var scene, camera, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.z = 1000;
material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: false });
geometry = new THREE.SphereGeometry(159, 32, 32);
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var map = THREE.ImageUtils.loadTexture("sprite1.png");
var material2 = new THREE.SpriteMaterial({ map:map, color:0x00ff00 });
var sprite1 = new THREE.Sprite(material2);
sprite1.position.set(100,100,100);
sprite1.scale.set(40,40,40);
mesh.add(sprite1);
var sprite2 = new THREE.Sprite(material2);
sprite2.position.set(-100,-100,-100);
sprite2.scale.set(30,30,30);
mesh.add(sprite2);
var sprite3 = new THREE.Sprite(material2);
sprite3.position.set(100,-100,100);
sprite3.scale.set(20,20,20);
mesh.add(sprite3);
renderer = new THREE.WebGLRenderer({alpha:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
</script>
</body>
</html>
你能告诉你已经有了什么代码吗?这将帮助 – Jesse