rotation3D interpolation

matrix4

by Rebecca Chen

HTML

<div id="info">Orientation 3D Interpolation
  <br/>from matrix4</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/108/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  overflow: hidden;
}

JavaScript

var camera, scene, renderer, light;
var plane;
var pos1, pos2, quat1, quat2;
var alpha = 0, sign = 1;

init();
animate();

function buildPlane() {
	var plane = new THREE.Object3D();
  
	var geometry = new THREE.Geometry();
  geometry.vertices.push(new THREE.Vector3(30, 0, 0));
  geometry.vertices.push(new THREE.Vector3(0, 10, 0));
  geometry.vertices.push(new THREE.Vector3(0, 0, 10));
  geometry.vertices.push(new THREE.Vector3(0, 0, -10));
  var face;
  face = new THREE.Face3(0, 1, 2);
  geometry.faces.push(face);
  face = new THREE.Face3(1, 3, 2);
  geometry.faces.push(face);
  face = new THREE.Face3(3, 1, 0);
  geometry.faces.push(face);
  face = new THREE.Face3(2, 3, 0);
  geometry.faces.push(face);

  geometry.computeBoundingSphere();
  geometry.computeFaceNormals();
  geometry.computeVertexNormals();

  mesh = new THREE.Mesh(geometry, new THREE.MeshNormalMaterial());
  plane.add(mesh);
  
  var axis0 = new THREE.Mesh (new THREE.CylinderGeometry (1,1,30), new THREE.MeshBasicMaterial({color:0xff0000}));
  var axis1 = new THREE.Mesh (new THREE.CylinderGeometry (1,1,30), new THREE.MeshBasicMaterial({color:0x00ff00}))
  var axis2 = new THREE.Mesh (new THREE.CylinderGeometry (1,1,30), new THREE.MeshBasicMaterial({color:0x0000ff}));

	plane.add (axis0);
  plane.add (axis1);
  plane.add (axis2);
  axis0.position.set (15,0,0);
  axis0.rotation.z = - Math.PI/2;
  axis1.position.set (0,15,0);
  axis2.position.set (0,0,15);
  axis2.rotation.x = Math.PI/2;
  return plane;

}

function init() {
  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;
  scene.add(camera);

  light = new THREE.PointLight(0xffffff);
  light.position.set(100, 300, 200);
  scene.add(light);

  var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
  scene.add(gridXZ);

  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
 ...