Threejs X Rotation Behaving Unexpectedly
I'm making a ThreeJS Demo, and I'm currently using the arrow keys to rotate the camera. At first things seem to work out ok. I can successfully rotate up and down, and left and rig
Solution 1:
See this answer for an explanation of how rotations work in three.js.
That post suggests changing the Euler order to YXZ
.
camera.rotation.order = 'YXZ';
In your case, however, you may find using the rotateX()
/rotateY()
methods preferable. Instead of changing the Euler order, use this pattern:
if( window.isLeftDown ){
camera.rotateY( 0.01 ); // or rotateX( +/- 0.01 )
}
The solution you choose depends on the behavior you prefer.
three.js r.71
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