two rotation motion combined
one with Euler angles
the other with quaternion slerp
can NOT apply to the same group
HTML
<div id="info">Two-Layer Orientation Interpolation</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/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 group, group2;
var quat1, quat2, qm;
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 light = new THREE.PointLight(0xffffff);
light.position.set(100, 300, 200);
scene.add(light);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
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);
window.addEventListener('resize', onWindowResize, false);
////////////////////////////////////////////////////////////////////
var geometry = new THREE.BoxGeometry(200, 200, 1200);
var material = new THREE.MeshLambertMaterial();
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 0, 60);
group = new THREE.Object3D(); // lower end is at origin, pointing +Z
group.add(mesh);
group2 = new THREE.Object3D();
group2.add(group);
scene.add(group2);
// setting keyframes
quat1 = new THREE.Quaternion();
quat1.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 6);
quat2 = new THREE.Quaternion();
quat2.setFromAxisAngle(new THREE.Vector3(0, 1, 0), -Math.PI / 3);
qm = new THREE.Quaternion(); // quat for slerp
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
animate.tt = animate.tt || 0;
animate.sign2 = animate.sign2 || 1;
if (animate.tt > 1 || animate.tt < 0)
animate.sign2 *= -1;
animate.tt += 0.01*animate.sign2;
// quaterion slerp : tt: [0,1]
THREE.Quaternion.slerp(quat1,...