I’m learning THREE.js right now, and I stucked with a probably noob problem.
I’ve a JSON object width dynamic update, it contains some data of 4 walls. The JSON struct:
{
...
walls: [{
start: {
x : 0,
y : 0,
z : 0
},
length: 1200,
rotation: 0
}, {
start: {
x : 0,
y : 0,
z : 0
},
length: 1200,
rotation: -(Math.PI/2)
}, {
start: {
x : 0,
y : 0,
z : 1200
},
length: 1200,
rotation: 0
}, {
start: {
x : 1200,
y : 0,
z : 0
},
length: 1200,
rotation: (Math.PI/2)
}],
...
}
I’m trying to position walls on canvas, It’s OK when the wall has just a translation OR rotation, but there’s a problem when the wall has both of them.
Here’s my code (this._container is an instance of THREE.Mesh):
this._container.matrixAutoUpdate = false;
this._container.add(new THREE.AxisHelper(1000));
if(rotation) {
this._container.rotation.y = rotation;
this._container.updateMatrix();
}
if(translation) {
this._container.translateX((translation.x + (width/2)));
this._container.translateY((translation.y + (height/2)));
this._container.translateZ((translation.z));
this._container.updateMatrix();
}
If I apply rotation first then translate, it rotates the object’s local axes too, and the translation will have wrong directions (http://robber.hu/webgl/1.png). If I apply translation first, than rotate, the Y axis moves to other position, and the rotation will be around wrong point (http://robber.hu/webgl/2.png).
I think there are two ways to solve this problem, but can’t find the solutions:
-
Somehow using a “global translation”, so the object translates on the scene’s axis, and then use the first method
-
Change the object’s “pivot” to left or right edge, and than use the second method
How can I implement it, or where can I find some docs/tutorial for this?
Solved.
The solution was that: Use three transformations insted of two. First, translate object to final position, second, rotate it, and finally, translate again via local X and y axis. Third translation moving the local axis from object’s center to the corner.
R