object3d.matrix
by Rebecca Chen
HTML
<div id="info">Using matrix in Object3D
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r78/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.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, mesh, controls;
var angle = 0;
var clock = new THREE.Clock();
var pos = new THREE.Vector3();
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
var geometry = new THREE.BoxGeometry(24, 6, 12);
var material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var gridXZ = new THREE.GridHelper(100, 10, 'red', 'white');
scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
}
function animate() {
controls.update();
var dt = clock.getDelta();
var omega = 2;
angle += omega*dt;
pos.set (70*Math.cos(angle), 0, -70*Math.sin(angle));
// directly set the 'matrix'
var localX = new THREE.Vector3();
var localY = new THREE.Vector3(0,1,0);
var localZ = new THREE.Vector3();
localX.set (-70*omega*Math.sin(angle), 0, -70*omega*Math.cos(angle)).normalize();
localZ.crossVectors (localX, localY);
mesh.matrix.makeBasis (localX, localY, localZ);
mesh.matrix.setPosition (pos);
mesh.matrixAutoUpdate = false;
// setting the 'convenience properties'
mesh.position.copy (pos);
mesh.rotation.y = angle+Math.PI/2;
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}