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240065e0
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three.js
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240065e0
编写于
1月 11, 2017
作者:
M
Mr.doob
提交者:
GitHub
1月 11, 2017
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Merge pull request #10553 from looeee/docs/euler/eulerTypeNote
Added note on intrinsic and extrinsic Euler types
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19c9247c
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docs/api/math/Euler.html
docs/api/math/Euler.html
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docs/api/math/Euler.html
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240065e0
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@@ -10,11 +10,12 @@
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@@ -10,11 +10,12 @@
<body>
<body>
<h1>
[name]
</h1>
<h1>
[name]
</h1>
<div
class=
"desc"
>
A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].
<br
/><br
/>
<div
class=
"desc"
>
A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].
<br
/><br
/>
Euler angles describe a rotational transformation by rotating an object on its various
Euler angles describe a rotational transformation by rotating an object on its various
axes in specified amounts per axis, and a specified axis order.
axes in specified amounts per axis, and a specified axis order.
</div>
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
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@@ -51,9 +52,23 @@
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@@ -51,9 +52,23 @@
<div>
<div>
The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'.
Note that t
hese must be in upper case.
<br
/><br
/>
'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'.
T
hese must be in upper case.
<br
/><br
/>
If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
Three.js uses
<em>
intrinsic
</em>
(Tait-Bryan) ordering, also known as
<em>
yaw
</em>
,
<em>
pitch
</em>
and
<em>
roll
</em>
. This means that rotations are performed with respect to the
<em>
local
</em>
coordinate system. That is, for order 'XYZ', the rotation is first around world-X, then around
local-Y (which may now be different from the world Y-axis), then local-Z (which may be different
from the world Z-axis).
<br
/><br
/>
Some implementations may use
<em>
extrinsic
</em>
(proper) ordering, in which case rotations are performed
with respect to the
<em>
world
</em>
coordinate system, so that for order 'XYZ', the rotations
are around world-X, world-Y, and world-Z.
<br
/><br
/>
Converting between the two types is relatively straightforward, you just need to reverse the order
and the rotation, so that an intrinsic (three.js) Euler rotation of angles a, b, c about XYZ
will be equivalent to to an extrinsic Euler rotation of angles c, b, a about ZYX.
<br
/><br
/>
If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.
</div>
</div>
<h3>
[property:Float x]
</h3>
<h3>
[property:Float x]
</h3>
...
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