Three.js Global vs. Local Rotation
Be careful on which one you use
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
CSS
body {
margin: 0;
}
button {
position: absolute;
top: 10px;
left: 10px;
}
JavaScript
var camera, scene, renderer, mesh;
var local = false;
init();
animate();
function init() {
// Camera setup
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.set( 1, 2, - 2 );
// Scene setup
scene = new THREE.Scene();
camera.lookAt( scene.position );
// Cube Setup
var geometry = new THREE.BoxBufferGeometry( 0.5, 0.5, 0.5 );
var material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
mesh.position.set(0.5,0.5,0.5);
// Note: Until the mesh is rotated, global and local rotation are the same
mesh.rotation.y = 0.5;
scene.add( mesh );
// Add grid and axes
scene.add( new THREE.GridHelper( 4, 10 ) );
scene.add( new THREE.AxesHelper() );
// Add renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// Create rotation toggle button
var button = document.createElement("button");
button.innerText = "Local Rotation Off";
button.onclick = () => {
local = !local
if (local) button.innerText = "Local Rotation On";
else button.innerText = "Local Rotation Off";
};
document.body.appendChild(button);
}
function animate() {
requestAnimationFrame( animate );
// This is GLOBAL
if (!local) mesh.rotation.x += 0.03;
// This is LOCAL
else mesh.rotateX(0.03);
renderer.render( scene, camera );
}