Solución:
ACTUALIZADO: TRES – 0.125.2
DEMO: codesandbox.io
const THREE = require("three");
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 5;
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const geometry = new THREE.BoxGeometry(1, 1, 1, 4, 4, 4);
const material = new THREE.MeshBasicMaterial({
color: 0x628297,
wireframe: true
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// select the Z world axis
const myAxis = new THREE.Vector3(0, 0, 1);
// rotate the mesh 45 on this axis
cube.rotateOnWorldAxis(myAxis, THREE.Math.degToRad(45));
function animate() {
// rotate our object on its Y axis,
// but notice the cube has been transformed on world axis, so it will be tilted 45deg.
cube.rotation.y += 0.008;
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
Aquí hay una pequeña variación. Probado con 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);
}
Las tres últimas líneas son solo para resincronizar los parámetros. (position,rotation)
de la matriz … me pregunto si hay una forma más eficiente de hacer eso …
En algún lugar alrededor de r59 esto se vuelve mucho más fácil (rotar alrededor de x):
bb.GraphicsEngine.prototype.calcRotation = function ( obj, rotationX)
{
var euler = new THREE.Euler( rotationX, 0, 0, 'XYZ' );
obj.position.applyEuler(euler);
}
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