提交 0cd0ea62 编写于 作者: M Mr.doob

Object3D: Added rotateAroundWorldAxis()

上级 9db9ac87
......@@ -347,6 +347,17 @@
Method Assumes no rotated parent.
</p>
<h3>[method:this rotateAroundWorldAxis]( [param:Vector3 point], [param:Vector3 axis], [param:Float angle] )</h3>
<p>
point -- The point to rotate around.<br />
axis -- A normalized vector in world space.<br />
angle -- The angle in radians.<br /><br />
Rotate the object around an axis in world space. (The axis passes through point.) The axis is assumed to be normalized.<br /><br/ >
This method does not support objects having rotated parent(s).
</p>
<h3>[method:this rotateX]( [param:Float rad] )</h3>
<p>
rad - the angle to rotate in radians.<br /><br />
......
......@@ -335,6 +335,17 @@
부모의 회전은 고려하지 않습니다.
</p>
<h3>[method:this rotateAroundWorldAxis]( [param:Vector3 point], [param:Vector3 axis], [param:Float angle] )</h3>
<p>
point -- The point to rotate around.<br />
axis -- A normalized vector in world space.<br />
angle -- The angle in radians.<br /><br />
Rotate the object around an axis in world space. (The axis passes through point.) The axis is assumed to be normalized.<br /><br/ >
This method does not support objects having rotated parent(s).
</p>
<h3>[method:this rotateX]( [param:Float rad] )</h3>
<p>
rad - 회전시킬 라디안 각도입니다.<br /><br />
......
......@@ -321,6 +321,17 @@
方法假设该物体没有旋转过的父级。
</p>
<h3>[method:this rotateAroundWorldAxis]( [param:Vector3 point], [param:Vector3 axis], [param:Float angle] )</h3>
<p>
point -- The point to rotate around.<br />
axis -- A normalized vector in world space.<br />
angle -- The angle in radians.<br /><br />
Rotate the object around an axis in world space. (The axis passes through point.) The axis is assumed to be normalized.<br /><br/ >
This method does not support objects having rotated parent(s).
</p>
<h3>[method:this rotateX]( [param:Float rad] )</h3>
<p>
rad - 将要旋转的角度(以弧度来表示)。<br /><br />
......
......@@ -191,6 +191,20 @@ class Object3D extends EventDispatcher {
}
rotateAroundWorldAxis( point, axis, angle ) {
_q1.setFromAxisAngle( axis, angle );
this.applyQuaternion( _q1 );
this.position.sub( point );
this.position.applyQuaternion( _q1 );
this.position.add( point );
return this;
}
rotateX( angle ) {
return this.rotateOnAxis( _xAxis, angle );
......
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