How to use the Euler function from three
Find comprehensive JavaScript three.Euler code examples handpicked from public code repositorys.
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class AudioManagerView extends View { constructor(model) { super(model); this.listenerMatrix = new THREE.Matrix4(); this.euler = new THREE.Euler(); this.audioContext = new AudioContext(); window.addEventListener('click', event => { if(this.audioContext.state !== 'running')
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}; // Reusable utility variables var tempVector = new THREE.Vector3( 0, 0, 0 ); var tempEuler = new THREE.Euler(); var alignVector = new THREE.Vector3( 0, 1, 0 ); var zeroVector = new THREE.Vector3( 0, 0, 0 ); var lookAtMatrix = new THREE.Matrix4(); var tempQuaternion = new THREE.Quaternion();
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GitHub: namel/veri
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// convenience function to return an instance of an Euler rotation static rot3(theta, phi) { var thetaRad = theta / 180 * Math.PI; var phiRad = phi / 180 * Math.PI; return new THREE.Euler(thetaRad + Math.PI / 2, phiRad, 0, 'YXZ'); } // do next animation frame doAnimationFrame() {
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this.getDirection = (function () { // assumes the camera itself is not rotated let direction = new THREE.Vector3(0, 0, -1) let rotation = new THREE.Euler(0, 0, 0, 'YXZ') return function (v) { rotation.set(pitchObject.rotation.x, yawObject.rotation.y, 0)
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this.getDirection = function() { // assumes the camera itself is not rotated var direction = new THREE.Vector3( 0, 0, - 1 ); var rotation = new THREE.Euler( 0, 0, 0, "YXZ" ); return function( v ) { rotation.set( pitchObject.rotation.x, yawObject.rotation.y, 0 );
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var tempQuaternion = new THREE.Quaternion(); var zee = new THREE.Vector3(0, 0, 1); var up = new THREE.Vector3(0, 1, 0); var v0 = new THREE.Vector3(0, 0, 0); var euler = new THREE.Euler(); var q0 = new THREE.Quaternion(); // - PI/2 around the x-axis var q1 = new THREE.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5)); this.deviceOrientation = {};
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this.getDirection = function () { // assumes the camera itself is not rotated var direction = new THREE.Vector3(0, 0, -1); var rotation = new THREE.Euler(0, 0, 0, "YXZ"); return function (v) { rotation.set(pitchObject.rotation.x, yawObject.rotation.y, 0);
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GitHub: sarahforcier/LSystems
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} // Rotate the turtle's _dir_ vector by each of the // Euler angles indicated by the input. rotateTurtle(x, y, z) { var e = new THREE.Euler( x * this.angle * 3.14/180, y * this.angle * 3.14/180, z * this.angle * 3.14/180); this.state.dir.applyEuler(e);
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// https://developer-archive.leapmotion.com/documentation/javascript/api/Leap.Hand.html const THREE = require('three'); const Vector3 = THREE.Vector3; const Matrix4 = THREE.Matrix4; const Euler = THREE.Euler; class Hand { constructor(handData) { const {confidence, id, timeVisible, type} = handData;
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const cInterpolations = []; const qInterpolations = []; const pInterpolations = []; const fInterpolations = []; const quaternion = new three_1.Quaternion(); const euler = new three_1.Euler(); const position = new three_1.Vector3(); const center = new three_1.Vector3(); for (let i = 0, il = cameras.length; i < il; i += 1) { const motion = cameras[i];
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GitHub: alimalkhalifa/VisualEQ
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piece.shift = new THREE.Vector3(piece.shiftX[0], piece.shiftY[0], piece.shiftZ[0]).divideScalar(piece.shiftDenominator[0]) piece.shift.applyEuler(parentRot) piece.shift.add(parentShift) let rotVector = new THREE.Vector3(piece.rotateX[0], piece.rotateY[0], piece.rotateZ[0]).divideScalar(piece.rotateDenominator).multiplyScalar(Math.PI / 2) rotVector.add(parentRot.toVector3()) piece.rot = new THREE.Euler().setFromVector3(rotVector, 'YXZ') for (let b of bone.Data) { walkSkeleton( chr, entries,
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GitHub: sebasz1000/geoSearch
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holdCountry = true; this.highlightCounty(pickerPoint, world) randomPoint.set(THREE.Math.randFloat( -(sphereRadius + 5), sphereRadius + 5 ), 0 , sphereRadius + 5) this.cameraMove(minAltitude, randomPoint) //zooms camera in const euler = new THREE.Euler() var startQuaternion = new THREE.Quaternion() const endQuaternion = this.getQuaternionFromPoints(pickerPoint, randomPoint) startQuaternion.copy(world.quaternion).normalize()
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longitude: ViewportStore.getLongitude() } this.orbitControls = OrbitControls this.cameraData = { position: new THREE.Vector3(0,0,3), rotation: new THREE.Euler('xyz',0,0,0), scale: new THREE.Vector3(1,1,1) } }
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GitHub: fossephate/soccerCars1
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} if(keys.indexOf("down") > -1) { //this.input.rotation.x += rspd; } var euler = new THREE.Euler( 0, 0, 0, 'YXZ' ); euler.x = this.input.rotation.x; euler.y = this.input.rotation.y; //this.tObject.quaternion.setFromEuler( euler );
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if ( preRotations !== undefined ) { preRotations = preRotations.map( THREE.Math.degToRad ); preRotations.push( 'ZYX' ); preRotations = new THREE.Euler().fromArray( preRotations ); preRotations = new THREE.Quaternion().setFromEuler( preRotations ); }
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3 * (-1 + 2 * Math.random()), 1 * (-1 + 2 * Math.random())-1, 0.2 + (-1 + 2 * Math.random()) ); const rotation = new THREE.Euler( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
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class Camera3DControls extends ActorComponent_1.default { constructor(actor, camera) { super(actor, "Camera3DControls"); this.movementSpeed = 0.2; this.camera = camera; this.rotation = actor.getLocalEulerAngles(new THREE.Euler()); } setIsLayerActive(active) { } update() { const keyButtons = this.actor.gameInstance.input.keyboardButtons;
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GitHub: demo3d/frame
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} } } // orient (e) { // var current = new THREE.Euler().setFromQuaternion(this.camera.quaternion, 'YXZ'); // current.x += e.x; // current.y += e.y; // current.z += e.z;
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agents.positions[i][0] - this.size / 2, agents.positions[i][2] * 12.5, agents.positions[i][1] - this.size / 2 ), new THREE.Quaternion().setFromEuler( new THREE.Euler( 0, Math.lerp(prevrot, Math.atan2(agents.accelerations[i][0], agents.accelerations[i][1]), .1), dead ? 1.4 : 0 )
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if (postRotation !== undefined) { postRotation = postRotation.map(THREE.Math.degToRad); postRotation.push(eulerOrder); postRotation = new THREE.Euler().fromArray(postRotation); postRotation = new THREE.Quaternion() .setFromEuler(postRotation) .inverse(); }
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three.Vector3 is the most popular function in three (22341 examples)