Is it possible to do rotations taking axis of the world and not of the object?
I need to do some rotations of an object, but after the first rotation, I can\'t do ot
Here's a small variation. Tested with r56.
THREE.Object3D._matrixAux = new THREE.Matrix4(); // global auxiliar variable
// Warnings: 1) axis is assumed to be normalized.
// 2) matrix must be updated. If not, call object.updateMatrix() first
// 3) this assumes we are not using quaternions
THREE.Object3D.prototype.rotateAroundWorldAxis = function(axis, radians) {
THREE.Object3D._matrixAux.makeRotationAxis(axis, radians);
this.matrix.multiplyMatrices(THREE.Object3D._matrixAux,this.matrix); // r56
THREE.Object3D._matrixAux.extractRotation(this.matrix);
this.rotation.setEulerFromRotationMatrix(THREE.Object3D._matrixAux, this.eulerOrder );
this.position.getPositionFromMatrix( this.matrix );
}
THREE.Object3D.prototype.rotateAroundWorldAxisX = function(radians) {
this._vector.set(1,0,0);
this.rotateAroundWorldAxis(this._vector,radians);
}
THREE.Object3D.prototype.rotateAroundWorldAxisY = function(radians) {
this._vector.set(0,1,0);
this.rotateAroundWorldAxis(this._vector,radians);
}
THREE.Object3D.prototype. rotateAroundWorldAxisZ = function(degrees){
this._vector.set(0,0,1);
this.rotateAroundWorldAxis(this._vector,degrees);
}
The three last lines are just to resync the params (position,rotation) from the matrix... I wonder if there is a more efficient way to do that...