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Home/ Questions/Q 8667481
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T17:58:25+00:00 2026-06-12T17:58:25+00:00

I’m working on a little side project and having a little difficulty getting a

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I’m working on a little side project and having a little difficulty getting a steering algorithm to work well in ThreeJS with the Object3D positioning. The main issue I seem to be having currently is the angular velocities are rather uncontrolled, everything rotates way too quickly. I’d like to be able to limit this a bit. I’m providing a simplified example of the code. I think I’m almost there, and I’ve looked a bit at quaternions and Matrix4 but couldn’t figure it out. Anyone had this issue before? Thanks!

class Movement extends THREE.Object3D
    constructor: ->
        super
        @velocity = new THREE.Vector3()
        @speed = 4
        @ease = 7
        @hault = 2

    steer: (mode, target) ->
        if @speed is 0
            @velocity.set 0, 0, 0
            return true

        # velocity vector
        switch mode
            when 'arrive'
                fromPosition = @position
                toPosition = target
            when 'flee'
                fromPosition = target
                toPosition = @position
        @velocity.sub toPosition, fromPosition

        # calculate magnitude
        magnitude = @velocity.length()

        # hault
        if magnitude < @hault
            return true

        # limit angle of rotation
        # angle = Math.acos fromPosition.dot(toPosition) / fromPosition.length() / toPosition.length()
        # axis = new THREE.Vector3().cross fromPosition, toPosition .normalize()

        # speed limit
        if magnitude > @speed
            @velocity.divideScalar magnitude / @speed

        # easing
        if magnitude < @ease and mode is 'arrive'
            @velocity.multiplyScalar magnitude / (@ease + @hault / 2)

        # adjust for time
        @velocity.multiplyScalar GLOBAL.clock.getDelta()

        # update position and rotation
        @position.addSelf @velocity
        @rotation.y = Math.atan2 -@velocity.z, @velocity.x
        @rotation.z = Math.asin @velocity.y / @velocity.length()
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-12T17:58:26+00:00Added an answer on June 12, 2026 at 5:58 pm

    Try and modify this:

    var qstart = new THREE.Quaternion();
        var qend = new THREE.Quaternion();
        var m  = new THREE.Matrix4();
    
        qstart.setFromRotationMatrix( MOVING_OBJECT.matrixWorld );
        qend.setFromRotationMatrix( m.lookAt( TARGET.position, MOVING_OBJECT.position, new THREE.Vector3( 0, 1, 0 ) ) );  
    
        MOVING_OBJECT.rotation.setEulerFromQuaternion( qstart.slerpSelf(qend, 0.015 ) ); 
    
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