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objectparent-childmeshthree.js

three.js - mesh group example? (THREE.Object3D() advanced)


I'm attempting to understand how to group / link child meshes to a parent. I want to be able to:

  • drag the parent
  • rotate child elements relative to the parent
  • have parent rotation / translation do the right thing for children

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


Solution

  • 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 );