Quick abstract: I don't know how to give to an object, attached to the camera, a local rotation so that it is rotated as if it is attached to the scene.
Background: I am the creator of this website which offers to players of the related game the ability to build levels on a 3D Builder, in a web browser. Everything work fine with it but some parts are not well optimized, specially the toolbar (or dashboard), where objects can be selected to be added to the main scene.
Those toolbar objects need to be sticked at the bottom of the screen and always above all layers but their rotation has to be relative to the main axis of the scene. That's where I face some weird behaviors on browsers other than Firefox and Chrome.
If first thought this other thread was saving my life on this matter by implementing the Object3D.onBeforeRender
function, but I faced other issues.
Currently those objects are attached to the scene and their position is updated relatively to the camera with the onBeforeRender function of each object. On such way I noticed some flickering results with Edge and iPhone browser, despite everything ends up fine in the rendering. Not nice on the scene rotation...
So I tried something else by attaching each object to the camera and giving them their supposed world rotation. Now when testing on Edge there is no flickering and the results is much better but I can't get how to give them the same rotation than when they are attached to the scene.
Here is a visual:
and an animated gif (you can see a little how the red background and cube at the right part are moving/flickering, but it is awfull if done quicklier):
For the #1 (at the right) there's a good rendering but a bad experience on some browsers and for the #2 (at the left) the rotation, based on the camera, is not good but the experience is fine.
Here are some code abstracts I've implemented:
- For #1:
rightCube.relPos = new THREE.Vector3(500, 0, 0); // a new property to be used
rightCube.onBeforeRender = function( renderer, scene, camera, geometry, material, group ) {
camReference.position.copy(this.relPos);
var pos = camReference.getWorldPosition();
this.position.set( pos.x, pos.y, pos.z );
};
scene.add(rightCube);
And camReference
is a simple Object3D representing the camera origin
- For the #2:
leftCube.onBeforeRender = function( renderer, scene, camera, geometry, material, group ) {
this.rotation.copy(camera.getWorldRotation());
};
camera.add(leftCube);
I admit on this last part, that getting the camera world rotation is not sufficient but that's where I'm stuck and need some help: I don't know how to give to an object, attached to the camera, a local rotation so that it is rotated as if it is attached to the scene.
This post is pretty long but I hope my problem can be well understood... and that someone will give me the key to make it work.
Three.js r82