Reputation: 532
I have litteraly no clue how to explain this problem, since it is is self explanitory if you look at the following video's I made.
No Angle - https://www.youtube.com/watch?v=R_GtaXWpP9c&feature=youtu.be
Angle - https://www.youtube.com/watch?v=RoaZMccGYGo&feature=youtu.be
As you can see in the No Angle version you can rotate the Y axis perfectly normal, but when you control the X axis (as seen in the 'Angle' video) you rotate in a weird way, which makes sense. I want, as you may have guessed, that the X axis stays the same whilst the Y axis keeps moving left to right, I dont want the Y axis to dip from positive to negative.
I hope this makes sense and hopefully there is a good explanation for it, i'm probably missing a website which has all the formulas, but im not sure what the 'problem' is called.
Some code of my rotation script:
var pressed = [0,0,0,0,0,0,0,0];
function update() {
$('#w').html(pressed);
}
setInterval(update, 100);
$(document).keydown(function(evt) {
if (evt.which == 87) {
pressed[0] = 1;
}
if(evt.which == 68) {
pressed[1] = 1;
}
if(evt.which == 65) {
pressed[2] = 1;
}
if(evt.which == 83) {
pressed[3] = 1;
}
if(evt.which == 39) {
pressed[4] = 1;
}
if(evt.which == 37) {
pressed[5] = 1;
}
if(evt.which == 38) {
pressed[6] = 1;
}
if(evt.which == 40) {
pressed[7] = 1;
}
//console.log(evt.which);
});
$(document).keyup(function(evt) {
if (evt.which == 87) {
pressed[0] = 0;
}
if(evt.which == 68) {
pressed[1] = 0;
}
if(evt.which == 65) {
pressed[2] = 0;
}
if(evt.which == 83) {
pressed[3] = 0;
}
if(evt.which == 39) {
pressed[4] = 0;
}
if(evt.which == 37) {
pressed[5] = 0;
}
if(evt.which == 38) {
pressed[6] = 0;
}
if(evt.which == 40) {
pressed[7] = 0;
}
});
function check_pressed() {
if(pressed[0] == 1){
camera.position.z = camera.position.z - 0.1;
}
if(pressed[1] == 1){
camera.position.x = camera.position.x + 0.1;
}
if(pressed[2] == 1){
camera.position.x = camera.position.x - 0.1;
}
if(pressed[3] == 1){
camera.position.z = camera.position.z + 0.1;
}
if(pressed[4] == 1){
if(camera.rotation.y <= Math.PI * -2) {
camera.rotation.y = 0;
} else {
camera.rotation.y -= 0.03;
}
}
if(pressed[5] == 1){
if(camera.rotation.y >= Math.PI * 2) {
camera.rotation.y = 0;
} else {
camera.rotation.y += 0.03;
}
}
if(pressed[6] == 1){
if(camera.rotation.x >= 0.5) {
camera.rotation.x = 0.5;
} else {
camera.rotation.x += 0.01;
}
}
if(pressed[7] == 1){
if(camera.rotation.x <= 0) {
camera.rotation.x = 0;
} else {
camera.rotation.x -= 0.01;
}
}
}
setInterval(check_pressed, 20);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="https://threejs.org/build/three.js"></script>
<script src="js/jquery-3.1.1.min.js"></script>
<script src="js/movement.js"></script>
<script>
var cubes = [];
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
//var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
for(i = 0; i < 4; i++) {
if(i == 0) {
material = new THREE.MeshBasicMaterial( { color: 0x63AEDB } );
} else {
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
}
cubes[i] = new THREE.Mesh( geometry, material );
scene.add( cubes[i] );
}
cubes[1].position.x = -2;
cubes[1].position.z = 2;
cubes[2].position.x = 2;
cubes[2].position.z = 2;
cubes[3].position.z = 4;
camera.position.z = 2;
camera.rotation.y = 0;
//console.log(camera.rotation.x);
var render = function () {
requestAnimationFrame( render );
//cubes[1].rotation.x += 0.00;
//cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
render();
</script>
</body>
</html>
Upvotes: 0
Views: 1390
Reputation: 104833
Pivots are not required. The simple solution to your issue is to set
camera.rotation.order = 'YXZ'; // the default is 'XYZ'
Then, the camera rotations will behave as you expect.
See this answer for more information.
Updated fiddle: https://jsfiddle.net/07g07uLa/1/
Note in the fiddle, there are no pivots, and there is no need to add the camera to the scene.
three.js r.84
Upvotes: 1
Reputation: 3025
You're rotating your camera in its own coordinate system.
When camera.rotation.x
(or z
) is not 0, the y axis is transformed and not pointing upwards anymore. That explains why the rotation behaves weirdly.
If you want your y axis to be in the coordinate system of the world, you can add a THREE.Object3D
acting as a pivot point as a parent of your camera
.
var pivot = new THREE.Object3D();
scene.add(pivot);
pivot.add(camera);
Now, the rotation.y
of your camera is controlled by the pivot
:
pivot.rotation.y += 0.03;
...And so is the position
:
pivot.position.z = 2.0;
I updated your code on this fiddle.
Upvotes: 4