Topic
quaternion problem
by joe chan
HTML
<h1 style="text-align:center"> move on six faces (k-drive)
<br>(left:A up:W right:D)
</h1>
<hr>
<div id="container2" style="background:pink; float:left; margin:3px; width:45vw; height:45vw"></div>
<div id="container" style="float:right; margin:3px; width:45vw; height:45vw">
</div>
<br>
<hr style="clear:both">
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
.dbutton {
padding: 4px;
background: green;
border-radius: 4px;
cursor: pointer;
}
.dbutton.selected {
background: orange;
}
JavaScript
var camera, scene, renderer;
var camera2, scene2, renderer2;
var controls;
var keyboard = new KeyboardState();
var car;
var go = 0;
var change = 0;
var upTemp = new THREE.Vector3();
var cameraOffset;
var changeX = 0, changeY = 1, changeZ = 0;
var carP;
var newCarP;
var avatarBody;
var v;
var vP = new THREE.Vector3(1, 0, 0);
var alpha = 0;
var pos1, pos2, quat1 = new THREE.Quaternion(), quat2 = new THREE.Quaternion();
var localX, localY, localZ;
var changeX2 = 0, changeY2 = 0, changeZ2 = 0;
init();
animate();
function buildModel() {
var materialArray = [
new THREE.MeshBasicMaterial({ // +x
color: 0x009900,
side: THREE.BackSide
}),
new THREE.MeshBasicMaterial({ // -x
color: 0x880088,
side: THREE.BackSide
}),
new THREE.MeshBasicMaterial({ // +y
color: 0x999999,
side: THREE.BackSide
}),
new THREE.MeshBasicMaterial({ // -Y
color: 0x990000,
wireframe: true,
visible: false
}),
new THREE.MeshBasicMaterial({ // +z
color: 0x009999,
side: THREE.BackSide
}),
new THREE.MeshBasicMaterial({ // -Z
color: 0xFFFF00,
side: THREE.BackSide
})
];
var material = new THREE.MultiMaterial(materialArray);
var cube = new THREE.Mesh(new THREE.BoxGeometry(150, 150, 150), material);
return cube;
}
function buildCarModel() {
var geometry = new THREE.Geometry();
// add vertices
geometry.vertices.push(new THREE.Vector3(0, 0, 10));
geometry.vertices.push(new THREE.Vector3(25, 0, 0));
geometry.vertices.push(new THREE.Vector3(0, 13, 0));
geometry.vertices.push(new THREE.Vector3(0, 0, -10));
// add faces
geometry.faces.push(new THREE.Face3(0, 1, 2));
geometry.faces.push(new THREE.Face3(1, 2, 3));
geometry.faces.push(new THREE.Face3(0, 1, 3));
geometry.faces.push(new THREE.Face3(0, 2, 3));
// build necessary information
geometry.computeBoundingSphere();
geometry.computeFaceNormals();
geometry.computeVertexNormals();
...