box = new THREE.Mesh(...);
is at the origin, which of the following are equivalent to box.translateX(1);
? box.position.set(1, 0, 0);
box.position.x = 1;
box.translateOnAxis(new THREE.Vector3(1, 0, 0), 1);
box.position[0] = 1
box.position.set(0, 1, 0);
box = new THREE.Mesh(...);
with no rotation and scaling applied to it, which of the following are equivalent to box.rotateX(Math.PI/2); box.scale.set(2, 0, 0);
? box.scale.set(2, 0, 0); box.rotateX(Math.PI/2);
box.scale.set(0, 2, 0); box.rotateX(Math.PI/2);
box.scale.set(0, 0, 2); box.rotateX(Math.PI/2);
box.scale.set(2, 0, 0); box.rotateY(Math.PI/2);
box.scale.set(2, 0, 0); box.rotateZ(Math.PI/2);
box = new THREE.Mesh(...);
and a sphere = new THREE.Mesh(...); sphere.position.set(1, 0, 0);
, how to rotate the sphere
around the box
as a function of time
? box.add(sphere); box.rotateX(time);
box.add(sphere); sphere.rotateX(time);
sphere.add(box); box.rotateX(time);
sphere.add(box); sphere.rotateX(time);
sphere.rotateOnAxis(box.position, time);
box = new THREE.Mesh(...);
and a sphere = new THREE.Mesh(); sphere.position.set(Math.sin(time), Math.cos(time), 0);
animated as a function of time
, how to make the box
always face (or look at) the sphere
as the sphere
is moving? Assume scene.parent
is the scene. box.lookAt(sphere.position);
box.lookAt(sphere.getWorldPosition(new THREE.Vector3()));
box.lookAt(sphere.position.x, sphere.position.y, sphere.position.z);
; box.lookAt(sphere);
box.lookAt(sphere.x, sphere.y, sphere.z);
[1, 0, 0]
? [0, 1, 0]
[0, 0, 1]
[0, 1, 1]
[1, 0, 0]
[0, 0, 0]
1 + 2 i
times 3 + 4 i
? Note: i
is Math.sqrt(-1)
. -5 + 10 i
3 + 8 i
4 + 6 i
-5
11 + 10 i
[0, 1, 0]
of 180 degrees or Math.PI
? new THREE.Quaternion(0, 0, 1, 0);
new THREE.Quaternion(1, 0, 0, 0);
new THREE.Quaternion(1, 0, 1, 0);
new THREE.Quaternion(0, 0, 0, 0);
new THREE.Quaternion(0, 1, 0, 0);
box = new THREE.Mesh(...)
with the default box.up
in the Y-axis direction and initial rotation box.lookAt(0, 0, 1);
, which of the following are equivalent to box.lookAt(1, 0, 0);
? Note: rotation angles are counterclockwise. box.rotateY(Math.PI/2);
box.rotateY(-Math.PI/2);
box.rotateX(Math.PI/2);
box.rotateX(-Math.PI/2);
box.rotateZ(Math.PI/2);
Last Updated: November 30, 2024 at 4:35 AM