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GitCode(gitcode.net)2024年7月9日维护升级公告
前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
b8d290ef
编写于
7月 11, 2018
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Quaternion: Added .transformTo()
上级
b293519b
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
200 addition
and
0 deletion
+200
-0
docs/api/math/Quaternion.html
docs/api/math/Quaternion.html
+9
-0
examples/files.js
examples/files.js
+1
-0
examples/webgl_math_orientation_transform.html
examples/webgl_math_orientation_transform.html
+156
-0
src/math/Quaternion.js
src/math/Quaternion.js
+14
-0
test/unit/src/math/Quaternion.tests.js
test/unit/src/math/Quaternion.tests.js
+20
-0
未找到文件。
docs/api/math/Quaternion.html
浏览文件 @
b8d290ef
...
...
@@ -169,6 +169,15 @@
<h3>
[method:Quaternion premultiply]( [param:Quaternion q] )
</h3>
<p>
Pre-multiplies this quaternion by [page:Quaternion q].
</p>
<h3>
[method:Quaternion transformTo]( [param:Quaternion q], [param:Float step] )
</h3>
<p>
[page:Quaternion q] - The target quaternion.
<br
/>
[page:float step] - The angular step in radians.
<br
/><br
/>
Transforms this quaternion by a given angular step to the defined quaternion *q*.
The method ensures that the final quaternion will not overshoot *q*.
</p>
<h3>
[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )
</h3>
<p>
[page:Quaternion qb] - The other quaternion rotation
<br
/>
...
...
examples/files.js
浏览文件 @
b8d290ef
...
...
@@ -183,6 +183,7 @@ var files = {
"
webgl_materials_video
"
,
"
webgl_materials_video_webcam
"
,
"
webgl_materials_wireframe
"
,
"
webgl_math_orientation_transform
"
,
"
webgl_mirror
"
,
"
webgl_mirror_nodes
"
,
"
webgl_modifier_simplifier
"
,
...
...
examples/webgl_math_orientation_transform.html
0 → 100644
浏览文件 @
b8d290ef
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js transform orientation
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
background
:
#777
;
padding
:
0
;
margin
:
0
;
font-weight
:
bold
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
color
:
#ffffff
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
}
a
{
color
:
#ffffff
;
}
</style>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/controls/OrbitControls.js"
></script>
<script
src=
"js/Detector.js"
></script>
</head>
<body>
<div
id=
"container"
></div>
<div
id=
"info"
>
<a
href=
"https://threejs.org"
target=
"_blank"
rel=
"noopener noreferrer"
>
three.js
</a>
- gradually transform an orientation to a target orientation
</div>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
camera
,
scene
,
renderer
,
mesh
,
target
;
var
spherical
=
new
THREE
.
Spherical
();
var
rotationMatrix
=
new
THREE
.
Matrix4
();
var
targetRotation
=
new
THREE
.
Quaternion
();
var
clock
=
new
THREE
.
Clock
();
var
speed
=
2
;
init
();
animate
();
function
init
()
{
camera
=
new
THREE
.
PerspectiveCamera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
0.01
,
10
);
camera
.
position
.
z
=
5
;
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
ConeBufferGeometry
(
0.2
,
1
,
8
);
geometry
.
rotateX
(
Math
.
PI
*
0.5
);
var
material
=
new
THREE
.
MeshNormalMaterial
();
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
//
var
targetGeometry
=
new
THREE
.
SphereBufferGeometry
(
0.05
);
var
targetMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xff0000
}
);
target
=
new
THREE
.
Mesh
(
targetGeometry
,
targetMaterial
);
scene
.
add
(
target
);
//
var
sphereGeometry
=
new
THREE
.
SphereBufferGeometry
(
2
,
32
,
32
);
var
sphereMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xcccccc
,
wireframe
:
true
,
transparent
:
true
,
opacity
:
0.3
}
);
var
sphere
=
new
THREE
.
Mesh
(
sphereGeometry
,
sphereMaterial
);
scene
.
add
(
sphere
);
//
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
//
window
.
addEventListener
(
'
resize
'
,
onResize
,
false
);
//
var
controls
=
new
THREE
.
OrbitControls
(
camera
,
renderer
.
domElement
);
//
generateTarget
();
}
function
onResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
function
animate
()
{
requestAnimationFrame
(
animate
);
var
delta
=
clock
.
getDelta
();
if
(
!
mesh
.
quaternion
.
equals
(
targetRotation
)
)
{
var
step
=
speed
*
delta
;
mesh
.
quaternion
.
transformTo
(
targetRotation
,
step
);
}
renderer
.
render
(
scene
,
camera
);
}
function
generateTarget
()
{
// generate a random points on a sphere
spherical
.
theta
=
Math
.
random
()
*
Math
.
PI
*
2
;
spherical
.
phi
=
Math
.
acos
(
(
2
*
Math
.
random
()
)
-
1
);
spherical
.
radius
=
2
;
target
.
position
.
setFromSpherical
(
spherical
);
// compute target rotation
rotationMatrix
.
lookAt
(
target
.
position
,
mesh
.
position
,
mesh
.
up
);
targetRotation
.
setFromRotationMatrix
(
rotationMatrix
);
setTimeout
(
generateTarget
,
2000
);
}
</script>
</body>
</html>
src/math/Quaternion.js
浏览文件 @
b8d290ef
...
...
@@ -400,6 +400,20 @@ Object.assign( Quaternion.prototype, {
},
transformTo
:
function
(
q
,
step
)
{
var
angle
=
this
.
angleTo
(
q
);
if
(
angle
===
0
)
return
this
;
var
t
=
Math
.
min
(
1
,
step
/
angle
);
this
.
slerp
(
q
,
t
);
return
this
;
},
inverse
:
function
()
{
// quaternion is assumed to have unit length
...
...
test/unit/src/math/Quaternion.tests.js
浏览文件 @
b8d290ef
...
...
@@ -403,6 +403,26 @@ export default QUnit.module( 'Maths', () => {
}
);
QUnit
.
test
(
"
transformTo
"
,
(
assert
)
=>
{
var
a
=
new
Quaternion
();
var
b
=
new
Quaternion
().
setFromEuler
(
new
Euler
(
0
,
Math
.
PI
,
0
)
);
var
c
=
new
Quaternion
();
var
halfPI
=
Math
.
PI
*
0.5
;
a
.
transformTo
(
b
,
0
);
assert
.
ok
(
a
.
equals
(
a
)
===
true
,
"
Passed!
"
);
a
.
transformTo
(
b
,
Math
.
PI
*
2
);
// test overshoot
assert
.
ok
(
a
.
equals
(
b
)
===
true
,
"
Passed!
"
);
a
.
set
(
0
,
0
,
0
,
1
);
a
.
transformTo
(
b
,
halfPI
);
assert
.
ok
(
a
.
angleTo
(
c
)
-
halfPI
<=
eps
,
"
Passed!
"
);
}
);
QUnit
.
test
(
"
inverse/conjugate
"
,
(
assert
)
=>
{
var
a
=
new
Quaternion
(
x
,
y
,
z
,
w
);
...
...
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