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161 lines
5.7 KiB
161 lines
5.7 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].<br /><br />
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Euler angles describe a rotational transformation by rotating an object on its various
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axes in specified amounts per axis, and a specified axis order.
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</p>
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<p>
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Iterating through a [name] instance will yield its components (x, y, z, order) in the corresponding order.
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</p>
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<h2>Code Example</h2>
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<code>const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
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const b = new THREE.Vector3( 1, 0, 1 );
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b.applyEuler(a);
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</code>
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<h2>Constructor</h2>
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<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
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<p>
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[page:Float x] - (optional) the angle of the x axis in radians. Default is `0`.<br />
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[page:Float y] - (optional) the angle of the y axis in radians. Default is `0`.<br />
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[page:Float z] - (optional) the angle of the z axis in radians. Default is `0`.<br />
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[page:String order] - (optional) a string representing the order that the rotations are applied,
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defaults to 'XYZ' (must be upper case).<br /><br />
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</p>
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<h2>Properties</h2>
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<h3>[property:Boolean isEuler]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:String order]</h3>
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<p>
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The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
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rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
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'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.<br /><br />
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Three.js uses `intrinsic` Tait-Bryan angles. This means that rotations are performed with respect
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to the `local` coordinate system. That is, for order 'XYZ', the rotation is first around the local-X
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axis (which is the same as the world-X axis), then around local-Y (which may now be different from the
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world Y-axis), then local-Z (which may be different from the world Z-axis).<br /><br />
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</p>
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<h3>[property:Float x]</h3>
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<p>
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The current value of the x component.<br /><br />
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</p>
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<h3>[property:Float y]</h3>
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<p>
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The current value of the y component.<br /><br />
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</p>
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<h3>[property:Float z]</h3>
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<p>
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The current value of the z component.<br /><br />
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</p>
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<h2>Methods</h2>
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<h3>[method:this copy]( [param:Euler euler] )</h3>
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<p>Copies value of [page:Euler euler] to this euler.</p>
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<h3>[method:Euler clone]()</h3>
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<p>Returns a new Euler with the same parameters as this one.</p>
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<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
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<p>Checks for strict equality of this euler and [page:Euler euler].</p>
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<h3>[method:this fromArray]( [param:Array array] )</h3>
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<p>
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[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
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Assigns this euler's [page:.x x] angle to `array[0]`. <br />
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Assigns this euler's [page:.y y] angle to `array[1]`. <br />
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Assigns this euler's [page:.z z] angle to `array[2]`. <br />
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Optionally assigns this euler's [page:.order order] to `array[3]`.
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</p>
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<h3>[method:this reorder]( [param:String newOrder] )</h3>
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<p>
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Resets the euler angle with a new order by creating a quaternion from this euler angle
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and then setting this euler angle with the quaternion and the new order. <br /><br />
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<em>*Warning*: this discards revolution information.</em>
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</p>
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<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
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<p>
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[page:.x x] - the angle of the x axis in radians.<br />
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[page:.y y] - the angle of the y axis in radians.<br />
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[page:.z z] - the angle of the z axis in radians.<br />
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[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
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Sets the angles of this euler transform and optionally the [page:.order order].
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</p>
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<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )</h3>
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<p>
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[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
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[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
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[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
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Sets the angles of this euler transform from a pure rotation matrix based on the orientation
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specified by order.
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</p>
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<h3>[method:this setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
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<p>
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[page:Quaternion q] - a normalized quaternion.<br />
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[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
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Sets the angles of this euler transform from a normalized quaternion based on the orientation
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specified by [page:.order order].
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</p>
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<h3>[method:this setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
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<p>
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[page:Vector3 vector] - [page:Vector3].<br />
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[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
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Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order].
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</p>
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<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
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<p>
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[page:Array array] - (optional) array to store the euler in.<br />
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[page:Integer offset] (optional) offset in the array.<br />
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Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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