物体的缩放下旋转
代码
js
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
1000
)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({
color: 0x00ff00
})
const parentMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000
})
let parentCube = new THREE.Mesh(geometry, parentMaterial)
const cube = new THREE.Mesh(geometry, material)
parentCube.add(cube)
parentCube.position.set(-3, 0, 0)
// 父元素旋转45度
parentCube.rotation.x = Math.PI / 4;
// parentCube.scale.set(2, 2, 2)
cube.position.set(2, 2, 2)
// 绕着 x 轴旋转45度
cube.rotation.x = Math.PI / 4
// 设置立方体的放大
cube.scale.set(2, 2, 2)
scene.add(parentCube)
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0)
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// 渲染函数
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
animate()
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