Saturday 15 May 2010

Three.js: how to apply rotation matrix to some base object's state? -


In this question

I asked about an issue.

Now I will try to see this issue from the other end: to describe the desired behavior of the program.

I have an array of rotation matrix for the position of the object at all times. Each rotation matrix represents the difference between some initial object state (point zero) and desired position. The user should be able to select the desired rotation matrix from the array at any time.

How to implement the correct rotation for this kind of data?

Three. JS r.58

three. JS expects the user object's position , rotation , and scale , and then the renderer object matrix to < Update> code> renderer () function

Usually this matrix is ​​unadvisable to manipulate directly, as long as you do not really know what you are doing.

In any event, something like that should be done.

  object.matrix.copy (matrix intile); Object.apply matrix (matrix delta);   

Three. Js r.58

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