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webgl_math_orientation_transform.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - math - orientation transform</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - gradually transform an orientation to a target orientation
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let camera, scene, renderer, mesh, target;
const spherical = new THREE.Spherical();
const rotationMatrix = new THREE.Matrix4();
const targetQuaternion = new THREE.Quaternion();
const clock = new THREE.Clock();
const speed = 2;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 5;
scene = new THREE.Scene();
const geometry = new THREE.ConeGeometry( 0.1, 0.5, 8 );
geometry.rotateX( Math.PI * 0.5 );
const material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
const targetGeometry = new THREE.SphereGeometry( 0.05 );
const targetMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
target = new THREE.Mesh( targetGeometry, targetMaterial );
scene.add( target );
//
const sphereGeometry = new THREE.SphereGeometry( 2, 32, 32 );
const sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xcccccc, wireframe: true, transparent: true, opacity: 0.3 } );
const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
scene.add( sphere );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize );
//
generateTarget();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const delta = clock.getDelta();
if ( ! mesh.quaternion.equals( targetQuaternion ) ) {
const step = speed * delta;
mesh.quaternion.rotateTowards( targetQuaternion, step );
}
renderer.render( scene, camera );
}
function generateTarget() {
// generate a random point on a sphere
spherical.theta = Math.random() * Math.PI * 2;
spherical.phi = Math.acos( ( 2 * Math.random() ) - 1 );
spherical.radius = 2;
target.position.setFromSpherical( spherical );
// compute target rotation
rotationMatrix.lookAt( target.position, mesh.position, mesh.up );
targetQuaternion.setFromRotationMatrix( rotationMatrix );
setTimeout( generateTarget, 2000 );
}
</script>
</body>
</html>