I am trying to move a point for now randomly over the surface of a sphere. currently i am trying to do this by generating random spherical coordinates and then converting these to 3d locations with the function .setFromSphericalCoords()
This is what the code looks like that generates a new random spherical coordinate each frame:
element.kralenSpherical.phi += Math.random() * 2 -1;
if(element.kralenSpherical.phi <= 0 ) element.kralenSpherical.phi = 0;
else if(element.kralenSpherical.phi >= 180 ) element.kralenSpherical.phi = 180;
element.kralenSpherical.theta += Math.random() * 2 -1;
if(element.kralenSpherical.theta >= 360 ) element.kralenSpherical.theta = 0;
else if(element.kralenSpherical.theta <= 0) element.kralenSpherical.theta = 360;
element.kraal.position.copy(element.BaseLocation.clone().add(sphericalVector.setFromSphericalCoords(element.kralenSpherical.radius, element.kralenSpherical.phi, element.kralenSpherical.theta)));
this kinda works but currently my sphere point is not really moving over the sphere but rather jumping huge distances.
I think this has to do with what values i am supplying as phi
and theta
, but the problem is that i have no clue what the value range of phi
and theta
is.
If something is not clear let me know so i can clarify!
Not three.js but this should be easy to translate. As you well know, this is processing:
void setup() {
size(300, 300, P3D);
frameRate(300);
background(0);
}
void draw() {
lights();
translate(width/2, height/2);
stroke(255,255,0);
noFill();
//sphere(75);
PVector v = noise_spherical_point(frameCount * 0.009, 75);
translate(v.x, v.y, v.z);
fill(255,0,0);
noStroke();
sphere(1);
}
PVector noise_spherical_point(float t, float rad) {
float x = noise(t) * 2 -1;
float y = noise(0, t) * 2 -1;
float z = noise(0, 0, t) * 2 -1;
PVector v = new PVector(x, y, z);
v = v.normalize();
v.mult(rad);
return v;
}