I would like to rotate then a plane created with THREE.PlaneGeometry, but I have some problems.
- What's the axis in front of the camera with FirstPersonCamera ? My own tests have revealed a X-front/back, Y-top/bottom, Z-left/right, am I right ?
- In order to make a cube with these plane, I use the following code (cut for display only X-axis faces). For a reason I don't understand, there is a small space between the block and the orthogonal basis. It seems that rotation is applied after translation. How can I fix it ?
function lol() {
var mesh = new THREE.Mesh(xFacesGeometry, material);
mesh.matrix.setRotationFromEuler(new THREE.Vector3(0, ath.PI / 2), 'XYZ');
mesh.matrix.setPosition(new THREE.Vector3(x * 20 + 10, y * 20 + 10, z * 20 + 10));
mesh.matrixAutoUpdate = false;
}
lol(0, 0, 0);
lol(1, 0, 0);
Full code here (use ctrl+click to move b开发者_JAVA百科ackward) : http://jsfiddle.net/u8ZHC/
Just to answer this : the best way to specify the order in which translations / rotations have to be applied is to use multiple nodes.
var pitchNode = new THREE.Object3D( );
var yawNode = new THREE.Object3D( );
var rollNode = new THREE.Object3D( );
var positionNode = new THREE.Object3D( );
// here come the order
scene.add( pitchNode );
pitchNode.add( yawNode );
yawNode.add( rollNode );
rollNode.add( positionNode );
Try to update matrix before translate the position:
mesh.matrix.setRotationFromEuler(new THREE.Vector3(0, Math.PI / 2), 'XYZ');
mesh.updateMatrix();
mesh.translate(...);
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