THREE.JS |如何找出两个向量之间的XYZ旋转?

时间:2018-10-24 20:52:40

标签: vector three.js

THREE.js Noob在这里。

我想要通过选择其中一个面来旋转网格。基本上,我想单击一个面,然后对网格进行旋转,以使我单击的面面向网格当前所在的平面。

以下是我的问题的可视化结果:

enter image description here

我想单击一个面(黄色三角形)并旋转网格,以便黄色三角形面向网格当前所在的平面。我确实具有人脸的法线向量(即myVector),并且我想应用旋转,以便法线向量在之后等于targetVector

我想找出要实现目标需要分别在EACH轴上旋转多少网格。

预先感谢您,如果您需要更多信息,请问我!

1 个答案:

答案 0 :(得分:2)

您需要使用THREE.Quaternion,应用矢量,然后通过THREE.Euler读取结果的旋转度:

// Set starting and ending vectors
var myVector = new THREE.Vector3(0.1, 1.0, 0.1);
var targetVector = new THREE.Vector3(0, 0, -1);

// Normalize vectors to make sure they have a length of 1
myVector.normalize();
targetVector.normalize();

// Create a quaternion, and apply starting, then ending vectors
var quaternion = new THREE.Quaternion();
quaternion.setFromUnitVectors(myVector, targetVector);

// Quaternion now has rotation data within it. 
// We'll need to get it out with a THREE.Euler()
var euler = new THREE.Euler();
euler.setFromQuaternion(quaternion);
console.log(euler.toArray()); 

// Resulting euler will have x, y, z rotations in radians:
//[
//  0: -1.6704649792860586,
//  1: 0.09917726107940236,
//  2: 0.10956980436233299,
//  3: "XYZ"
//]
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