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10-13-2013, 09:18 PM   #1
Thor_2.0
Senior Member

Registered: Nov 2007
Location: Somewhere on my hard drive...
Distribution: Manjaro
Posts: 2,253
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Rep:
Three.js and camera rollover

Hey Gang!
Okay, I'm making (duh) a something, using Three.js. So far, I've been able to import a landscape (collada) and set up a skybox. With he mouse I control the rotation of the player, this angle gets stored. I use that to calculate the next X/Y position of the player as (s)he moves forward, using Trigonometry.
As I move the mouse, I read the angle of the camera, it's in Radians, so I convert it. That all seems to work, however, the camera either keeps adding the angle (to 700° - that's not even an angle anymore) or comes up with negative numbers. At one try, it even only counted up to 180 and reset its count...
I use the perspective camera in Three.js...
This is the function I use to read the camera's angle...

Quote:
 function MouseMove(evt) { if(mousestatus == "down") { //console.log("cammove"); var deltaX = evt.clientX - intMousePosX; var deltaY = evt.clientY - intMousePosY; TheCamera.rotation.y += deltaX / 100; fltCamAngle = RadToDeg(TheCamera.rotation.y); if(fltCamAngle>360) { fltCamAngle = fltCamAngle - 360; } if(fltCamAngle<0) { fltCamAngle = Math.abs(fltCamAngle); } intMousePosX = evt.clientX; intMousePosY = evt.clientY; } }
Thanks for any help.
Maybe I'd better use the trackball controlls or so, but I was'nt able to get that working...
Thunder

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