Reputation: 565
I'm attempting to understand how to group / link child meshes to a parent. I want to be able to:
My only background in this is using LSL in Second Life to manipulate linked prims in an object. I am thinking I dont want to merge meshes, because I want to maintain control (hover, texture, rotation, scaling, etc) over each child.
Any good tutorials on this out there? This is achieved with THREE.Object3D(), yes?
thanks, Daniel
Upvotes: 38
Views: 54097
Reputation: 722
Another way, because a mesh can be a parent too:
meshParent.add(meshChild1);
meshParent.add(meshChild2);
scene.add(meshParent);
or
mesh1.add(mesh2); // "mesh2" only manipulates itself
mesh3.add(mesh1); // "mesh1" manipulates itself and mesh2
scene.add(mesh3); // "mesh3" manipulates all meshes
Upvotes: 15
Reputation: 51857
The dragging will be a bit more tricky because you need to work out where would the x/y positions of the mouse on the screen (screen space) will be in the 3D world, then you will need to cast a ray and check if it intersects the object you want to drag. I presume this will be a different question.
Setting object hierarchy is fairly simple. As you hinted, you will use a THREE.Object3D instance to nest objects into using it's add() method. The idea is that you will use a Mesh for objects that have geometry, and Object3D instances, where you simply need to nest elements.
group = new THREE.Object3D();//create an empty container
group.add( mesh );//add a mesh with geometry to it
scene.add( group );//when done, add the group to the scene
Update
As Nick Desaulniers and escapedcat point out, THREE.Group
now provides the functionality you need. The included code example:
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const cubeA = new THREE.Mesh( geometry, material );
cubeA.position.set( 100, 100, 0 );
const cubeB = new THREE.Mesh( geometry, material );
cubeB.position.set( -100, -100, 0 );
// Create a group and add the two cubes
// These cubes can now be rotated / scaled etc as a group
const group = new THREE.Group();
group.add( cubeA );
group.add( cubeB );
scene.add( group );
Upvotes: 60