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- <h1>[name]</h1>
- <div class="desc">
- A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].<br /><br />
- Euler angles describe a rotational transformation by rotating an object on its various
- axes in specified amounts per axis, and a specified axis order.
- </div>
- <h2>Example</h2>
- <code>var a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
- var b = new THREE.Vector3( 1, 0, 1 );
- b.applyEuler(a);
- </code>
- <h2>Constructor</h2>
- <h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:String order] )</h3>
- <div>
- [page:Float x] - (optional) the angle of the x axis in radians. Default is *0*.<br />
- [page:Float y] - (optional) the angle of the y axis in radians. Default is *0*.<br />
- [page:Float z] - (optional) the angle of the z axis in radians. Default is *0*.<br />
- [page:String order] - (optional) a string representing the order that the rotations are applied,
- defaults to 'XYZ' (must be upper case).<br /><br />
- </div>
- <h2>Properties</h2>
- <h3>[property:Boolean isEuler]</h3>
- <div>
- Used to check whether this or derived classes are Eulers. Default is *true*.<br /><br />
- You should not change this, as it used internally for optimisation.
- </div>
- <h3>[property:String order]</h3>
- <div>
- The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
- rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
- 'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.<br /><br />
- Three.js uses <em>intrinsic</em> (Tait-Bryan) ordering, also known as <em>yaw</em>, <em>pitch</em>
- and <em>roll</em>. This means that rotations are performed with respect to the <em>local</em>
- coordinate system. That is, for order 'XYZ', the rotation is first around world-X, then around
- local-Y (which may now be different from the world Y-axis), then local-Z (which may be different
- from the world Z-axis).<br /><br />
- Some implementations may use <em>extrinsic</em> (proper) ordering, in which case rotations are performed
- with respect to the <em>world</em> coordinate system, so that for order 'XYZ', the rotations
- are around world-X, world-Y, and world-Z.<br /><br />
- Converting between the two types is relatively straightforward, you just need to reverse the order
- and the rotation, so that an intrinsic (three.js) Euler rotation of angles a, b, c about XYZ
- will be equivalent to to an extrinsic Euler rotation of angles c, b, a about ZYX.<br /><br />
- If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.
- </div>
- <h3>[property:Float x]</h3>
- <div>
- The current value of the x component.<br /><br />
- If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
- </div>
- <h3>[property:Float y]</h3>
- <div>
- The current value of the y component.<br /><br />
- If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
- </div>
- <h3>[property:Float z]</h3>
- <div>
- The current value of the z component.<br /><br />
- If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
- </div>
- <h2>Methods</h2>
- <h3>[method:Euler copy]( [page:Euler euler] )</h3>
- <div>Copies value of [page:Euler euler] to this euler.</div>
- <h3>[method:Euler clone]()</h3>
- <div>Returns a new Euler with the same parameters as this one.</div>
- <h3>[method:Boolean equals]( [page:Euler euler] )</h3>
- <div>Checks for strict equality of this euler and [page:Euler euler].</div>
- <h3>[method:Euler fromArray]( [page:Array array] )</h3>
- <div>
- [page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
- Assigns this euler's [page:.x x] angle to array[0]. <br />
- Assigns this euler's [page:.y y] angle to array[1]. <br />
- Assigns this euler's [page:.z z] angle to array[2]. <br />
- Optionally assigns this euler's [page:.order order] to array[3].
- </div>
- <h3>[method:Euler onChange]( [page:Function onChangeCallback] )</h3>
- <div>
- [page:Function onChangeCallback] - set the value of the onChangeCallback() function.
- </div>
- <h3>[method:Euler onChangeCallback]( )</h3>
- <div>
- By default this is an empty function, however it can be set via [page:.onChange onChange]().<br />
- It gets called after changing the [page:.x x], [page:.y y], [page:.z z] or [page:.order order] properties,
- and also after calling most setter functions (see those for details).
- </div>
- <h3>[method:Euler reorder]( [page:String newOrder] )</h3>
- <div>
- Resets the euler angle with a new order by creating a quaternion from this euler angle
- and then setting this euler angle with the quaternion and the new order. <br /><br />
- <em>WARNING</em>: this discards revolution information.
- </div>
- <h3>[method:Euler set]( [page:Float x], [page:Float y], [page:Float z], [page:String order] )</h3>
- <div>
- [page:.x x] - the angle of the x axis in radians.<br />
- [page:.y y] - the angle of the y axis in radians.<br />
- [page:.z z] - the angle of the z axis in radians.<br />
- [page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
- Sets the angles of this euler transform and optionally the [page:.order order] and then call [page:.onChangeCallback onChangeCallback]().
- </div>
- <h3>[method:Euler setFromRotationMatrix]( [page:Matrix4 m], [page:String order], [page:Boolean update] )</h3>
- <div>
- [page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
- [link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
- [page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
- [page:Boolean update] - (optional) whether to call [page:.onChangeCallback onChangeCallback]() after applying
- the matrix.<br /><br />
- Sets the angles of this euler transform from a pure rotation matrix based on the orientation
- specified by order.
- </div>
- <h3>[method:Euler setFromQuaternion]( [page:Quaternion q], [page:String order], [page:Boolean update] )</h3>
- <div>
- [page:Quaternion q] - a normalized quaternion.<br />
- [page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
- [page:Boolean update] - (optional) whether to call [page:.onChangeCallback onChangeCallback]() after applying
- the matrix.<br /><br />
- Sets the angles of this euler transform from a normalized quaternion based on the orientation
- specified by [page:.order order].
- </div>
- <h3>[method:Euler setFromVector3]( [page:Vector3 vector], [page:String order] )</h3>
- <div>
- [page:Vector3 vector] - [page:Vector3].<br />
- [page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
- Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order]. [page:.onChangeCallback onChangeCallback]()
- is called after these changes are made.
- </div>
- <h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
- <div>
- [page:Array array] - (optional) array to store the euler in.<br />
- [page:Integer offset] (optional) offset in the array.<br />
- Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
- </div>
- <h3>[method:Vector3 toVector3]()</h3>
- <div>Returns the Euler's [page:.x x], [page:.y y] and [page:.z z] properties as a [page:Vector3].</div>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
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