I've been struggling to figure out how to lock two sibling meshes in a scene, so that when I rotate them their relationship to each other remains fixed.
I know this can be done using a dummy Object3D or by adding one object to the other, but I need to use Physijs, and want both meshes to respond to collisions and other physics in the scene.
This is a simplified example, but I would love to know how to get the upper sphere/cylinder pair to behave exactly like the lower pair in the following code (the lower pair have a parent/child relationship, while the upper meshes are both added directly to the scene):
$(document).ready
(
function()
{
var renderer,scene,camera,globe,globe2,disc,disc2,params;
params = { rotation: {x:0,y:0,z:0}};
var init = function()
{
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 100;
scene.add(camera);
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// create a mesh with models geometry and material
globe = new THREE.Mesh(new THREE.SphereGeometry(5, 32, 32), new THREE.MeshNormalMaterial({color: 0xff3300,transparent:false, opacity: 1}));
THREE.GeometryUtils.center( globe.geometry );
scene.add(globe);
disc = new THREE.Mesh(new THREE.CylinderGeometry( 5, 5, 1, 32), new THREE.MeshNormalMaterial());
disc.position.y = 5;
scene.add(disc);
globe2 = new THREE.Mesh(new THREE.SphereGeometry(5, 32, 32), new THREE.MeshNormalMaterial({color: 0xff3300,transparent:false, opacity: 1}));
THREE.GeometryUtils.center( globe2.geometry );
globe2.position.y = -20;
scene.add(globe2);
disc2 = new THREE.Mesh(new THREE.CylinderGeometry( 5, 5, 1, 32), new THREE.MeshNormalMaterial());
disc2.position.y = 5;
globe2.add(disc2);
controls = new dat.GUI();
controls.add( params.rotation, 'x', -180, 180 );
controls.add( params.rotation, 'y', -180, 180 );
controls.add( params.rotation, 'z', -180, 180 );
//controls.close();
}
var rotateAroundWorldAxis = function( object, axis, radians )
{
rotWorldMatrix = new THREE.Matrix4();
rotWorldMatrix.makeRotationAxis(axis.normalize(), radians);
rotWorldMatrix.multiplySelf(object.matrix);
object.matrix = rotWorldMatrix;
object.rotation.setEulerFromRotationMatrix(object.matrix, object.order);
}
var animate = function()
{
requestAnimationFrame(render);
render();
}
var render = function()
{
requestAnimationFrame(render);
globe.rotation.set( params.rotation.x*Math.PI/180,params.rotation.y*Math.PI/180,params.rotation.z*Math.PI/180)
disc.rotation.copy(globe.rotation);
globe2.rotation.set( params.rotation.x*Math.PI/180,params.rotation.y*Math.PI/180,params.rotation.z*Math.PI/180)
renderer.render(scene,camera);
}
init();
animate();
}
);
Fiddle here: http://jsfiddle.net/lostnation/9pd0kpwo/30/