Reputation: 1671
How can I calculate a 2d (aerial-view) representation of an object's rotation (yaw) in my 3d scene using built-in THREE.js methods?
I have this working correctly using the solution from How to derive "standard" rotations from three.js when using quaternions? (same as http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/); but I would prefer to use built-in methods if available.
Upvotes: 0
Views: 2532
Reputation: 104833
To orient the camera using natural yaw (heading), pitch, and roll, set:
camera.rotation.order = 'YXZ'. // the default is `XYZ`
Now you can set the cameras's orientation like so:
camera.rotation.set( pitch_radians, yaw_radians, roll_radians );
Consequently, camera.rotation.y
would be the yaw (heading) in radians.
This method applies equally-well to any three.js Object3D
.
For more information about an object's rotation in three.js see this answer.
three.js r.69
Upvotes: 4