Probably threejs's rotation question no 9000 , i simply want to have 3 UI buttons to incrementally rotate an object 90 degrees in either x,y & z direction with every click on each, how hard could it be ?
Using regular rotation methods which uses euler will cause gimbal lock, and using quanternions the axes will flip randomly in which z-axis will be y-axis at one point or another.
please have a look at my working demo : http://grutex.com/webgl/demos/help/
Edit: here is the rotation functions part :
function z_rotate(){
var startAngle = 0;
var start = {angle: startAngle};
var end = {angle: startAngle + 90};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
my_object.rotateOnAxis(new THREE.Vector3(0,0,1),degreeToRadians(startAngle-lastAngle));
lastAngle=startAngle;
})
.start();
}
function x_rotate(){
var startAngle = 0;
var start = {angle: startAngle};
var end = {angle: startAngle + 90};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
my_object.rotateOnAxis(new THREE.Vector3(1,0,0),degreeToRadians(startAngle-lastAngle));
lastAngle=startAngle;
})
.start();
}
function y_rotate(){
var startAngle = 0;
var start = {angle: startAngle};
var end = {angle: startAngle + 90};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
my_object.rotateOnAxis(new THREE.Vector3(0,1,0),degreeToRadians(startAngle-lastAngle));
lastAngle=startAngle;
})
.start();
}
As @WestLangley pointed out, i should attach and detach the 3d object to a parent pivot point (THREE.Object3D), attaching the 3d object to the pivot point before the tween start and detaching the pivot point after tween completion and resetting its rotation to (0,0,0)
@WestLangley answer : Three.js: Adding and Removing Children of Rotated Objects
New modified rotation function :
var axis_x = new THREE.Vector3( 1, 0, 0 ).normalize();
function x_rotate(){
pivot_attach();
var startAngle = 0;
var start = {angle: degreeToRadians(startAngle)};
var end = {angle: degreeToRadians(startAngle + 90)};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
pivot.rotateOnAxis(axis_x,startAngle-lastAngle);
lastAngle=startAngle;
})
.start().onComplete(pivot_detach);
}
function pivot_attach() {
pivot.updateMatrixWorld();
THREE.SceneUtils.attach( my_object, scene, pivot );
}
function pivot_detach() {
pivot.updateMatrixWorld();
my_object.updateMatrixWorld(); // if not done by the renderer
THREE.SceneUtils.detach( my_object, pivot, scene );
pivot.rotation.set( 0, 0, 0 );
}
and don't forget to add the pivot to the scene "scene.add(pivot);"