What is the process for advancing an object in Three.js?

Does anyone know how to advance the position of an object in Three.js?

I've been thinking about converting rotation.x, y, z into a vector and manipulating it that way. However, as a beginner, I'm unsure of how to proceed. Any guidance would be greatly appreciated.

Answer №1

Object3D provides useful functions for this purpose.

object.translateZ( 10 );

Answer №2

Check out this response from @mrdoob, the mastermind behind ThreeJS:

object.translateZ( delta );

===PREVIOUS ANSWER===

If you're looking for a tutorial that was designed for an older version of ThreeJS, you can try:

// Set the position of YOUR_OBJECT
YOUR_OBJECT.position.x = 10;
YOUR_OBJECT.position.y = 50;
YOUR_OBJECT.position.z = 130;

Additional options:

var STEP = 10;
var newCubeMatrix = cube.matrix;        
newCubeMatrix.identity();
//newCubeMatrix.multiplySelf(THREE.Matrix4.rotationYMatrix(cube.rotation.y));
newCubeMatrix.multiplySelf(THREE.Matrix4.translationMatrix(cube.position.x, cube.position.y, cube.position.z + STEP));
cube.updateMatrix();

For more information, check out this resource:

Answer №3

In the realm of space, the camera is just a single point positioned there. Another point labeled as "Forward" exists within this space as well. To bring the camera closer to this "forward" location, all you need are the coordinates of that second point.

At times, adjusting your direction might entail movements in left and right directions, prompting the use of polar coordinates.

Feel free to customize these values for ease of use:

var scene;
var camera;
var playerDirection = 0; //angles 0 - 2pi
var dVector;
var angularSpeed = 0.01;
var playerSpeed = 0.075;
var playerBackwardsSpeed = playerSpeed * 0.4;

This function serves to initialize the scene:

function init(){
    scene = new THREE.Scene();
    camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

    camera.position.z = 5;

    dVector = new THREE.Vector3( 0, 0, 0 ) ;
    camera.lookAt( dVector );

    animate();

}

Player movement halts when the up key is pressed.

function key_up(event){
    playerIsMovingForward = 0;
    playerIsMovingBackwards = 0;
    playerIsRotatingLeft = 0;
    playerIsRotatingRight = 0;
    playerGoesUp = 0;
    playerGoesDown = 0;
}

During player movement, position updates occur based on specific actions:

function updatePlayer(){
    if(playerIsRotatingLeft){ // rotate left
        playerDirection -= angularSpeed;
    }
    if(playerIsRotatingRight){ // rotate right
        playerDirection += angularSpeed;
    }
    if(playerIsRotatingRight || playerIsRotatingLeft){
        setPlayerDirection();

    }
    if(playerIsMovingForward){ // go forward
        moveForward(playerSpeed);

    }
    if(playerIsMovingBackwards){ // go backwards
        moveForward(-playerBackwardsSpeed);

    }

}

For directional input via WASD keys:

function key_down(event){
    var W = 87;
    var S = 83;
    var A = 65;
    var D = 68;
    var minus = 189;
    var plus = 187;

    var k = event.keyCode;
    console.log(k);
    if(k == A){ // rotate left
        playerIsRotatingLeft = 1;
    }
    if(k == D){ // rotate right
        playerIsRotatingRight = 1;
    }
    if(k == W){ // go forward
        playerIsMovingForward = 1;
    }
    if(k == S){ // go back 
        playerIsMovingBackwards = 1;
    }


}

The player's movement speed aligns with their browser capabilities. Adjustments may be necessary in this regard.

function animate() {
    requestAnimationFrame( animate );

    updatePlayer();



    renderer.render( scene, camera );
}

The following piece of code handles the movement of the camera towards the dVector object location, ensuring the direction vector remains oriented forward from the camera:

function moveForward(speed){
    var delta_x = speed * Math.cos(playerDirection);
    var delta_z = speed * Math.sin(playerDirection);
    var new_x = camera.position.x + delta_x;
    var new_z = camera.position.z + delta_z;
    camera.position.x = new_x;
    camera.position.z = new_z;

    var new_dx = dVector.x + delta_x;
    var new_dz = dVector.z + delta_z;
    dVector.x = new_dx;
    dVector.z = new_dz;
    camera.lookAt( dVector );    

}

Advancing forward often entails adjustments in left and right directions. Here's some code that accomplishes this task using polar coordinates to shift the point relative to the camera by a specified degree (in radians):

function setPlayerDirection(){
    //direction changed.
    var delta_x = playerSpeed * Math.cos(playerDirection);
    var delta_z = playerSpeed * Math.sin(playerDirection);

    var new_dx = camera.position.x + delta_x;
    var new_dz = camera.position.z + delta_z;
    dVector.x = new_dx;
    dVector.z = new_dz;
    console.log(dVector);
    camera.lookAt( dVector ); 
}

animate();

I trust this information proves helpful.

Answer №4

A different approach could be utilizing the set function within Vector3.

   location.set(x, y, z);

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