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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - gimbal lock</title>
- <meta charset="utf-8" />
- <meta
- name="viewport"
- content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
- />
- <style>
- body {
- color: #000;
- font-family: Monospace;
- font-size: 13px;
- text-align: center;
- font-weight: bold;
- background-color: #fff;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- color: #000;
- position: absolute;
- top: 0px;
- width: 100%;
- padding: 5px;
- }
- a {
- color: red;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - gimbal lock
- example
- <p>
- The object slowly rotates back and forth; one of its Euler angle
- components is close to pi/2.
- </p>
- <p>
- Every frame, with probability 0.5, the orientation is transformed into a
- quaternion then back into Euler angles.
- </p>
- <p>
- This causes an observable glitch when the calculation is imprecise due
- to gimbal lock.
- </p>
- </div>
- <script src="../build/three.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script>
- var stats;
- var camera, controls, scene, renderer, mesh;
- init();
- render(); // remove when using next line for animation loop (requestAnimationFrame)
- animate();
- function init() {
- scene = new THREE.Scene();
- scene.fog = new THREE.FogExp2(0xcccccc, 0.002);
- renderer = new THREE.WebGLRenderer();
- renderer.setClearColor(scene.fog.color);
- renderer.setPixelRatio(window.devicePixelRatio);
- renderer.setSize(window.innerWidth, window.innerHeight);
- var container = document.getElementById('container');
- container.appendChild(renderer.domElement);
- camera = new THREE.PerspectiveCamera(
- 60,
- window.innerWidth / window.innerHeight,
- 1,
- 1000
- );
- camera.position.copy(new THREE.Vector3(-10, -22, 17));
- camera.rotation.copy(new THREE.Euler(0.9, -0.3, 0.4, 'XYZ'));
- controls = new THREE.OrbitControls(camera, renderer.domElement);
- controls.addEventListener('change', render); // remove when using animation loop
- // enable animation loop when using damping or autorotation
- //controls.enableDamping = true;
- //controls.dampingFactor = 0.25;
- controls.enableZoom = false;
- // world
- var geometry = new THREE.CylinderGeometry(0, 10, 30, 16, 10);
- var material = new THREE.MeshPhongMaterial({
- color: 0xffffff,
- shading: THREE.FlatShading,
- });
- mesh = new THREE.Mesh(geometry, material);
- scene.add(mesh);
- // lights
- light = new THREE.DirectionalLight(0xffffff);
- light.position.set(1, 1, 1);
- scene.add(light);
- light = new THREE.DirectionalLight(0x002288);
- light.position.set(-1, -1, -1);
- scene.add(light);
- light = new THREE.AmbientLight(0x222222);
- scene.add(light);
- //
- stats = new Stats();
- container.appendChild(stats.dom);
- //
- window.addEventListener('resize', onWindowResize, false);
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize(window.innerWidth, window.innerHeight);
- }
- function animate() {
- requestAnimationFrame(animate);
- controls.update(); // required if controls.enableDamping = true, or if controls.autoRotate = true
- stats.update();
- render();
- }
- var startTime = Date.now();
- function render() {
- var timer = (Date.now() - startTime) * 0.00025;
- var theta = Math.PI / 2 + Math.sin(timer) * 0.1;
- // var theta = 1.575;
- var euler = new THREE.Euler(0.7, theta, 0.5, 'ZYX');
- if (Math.random() < 0.5) {
- let quat = new THREE.Quaternion().setFromEuler(euler);
- let matrix = new THREE.Matrix4().makeRotationFromQuaternion(quat);
- var newEuler = new THREE.Euler().setFromRotationMatrix(matrix, 'ZYX');
- euler = newEuler;
- }
- mesh.setRotationFromEuler(euler);
- renderer.render(scene, camera);
- }
- </script>
- </body>
- </html>
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