I get a strange problem with the rendering of a sphere in rotation : the animation seems to shake and I don't know where this issue comes from.
Here's the example on this link
and the render function :
function render() {
controls.update();
requestAnimationFrame(render);
// For camera rotation : parametric parameter
timer = Date.now()*0.0001;
// Coordinates of camera
coordCamera.set(radiusCamera*Math.cos(timer), radiusCamera*Math.sin(timer), 0);
// Rotate camera function
rotateCamera();
// Rendering
renderer.render(scene, camera);
}
with rotateCamera
and computeRotation
functions :
function computeRotation (objectRotation, coordObject) {
// Apply rotation matrix
var rotationAll = new THREE.Matrix4();
var rotationX = new THREE.Matrix4().makeRotationX(objectRotation.rotation.x);
var rotationY = new THREE.Matrix4().makeRotationY(objectRotation.rotation.y);
var rotationZ = new THREE.Matrix4().makeRotationZ(objectRotation.rotation.z);
rotationAll.multiplyMatrices(rotationX, rotationY);
rotationAll.multiply(rotationZ);
// Compute world coordinates
coordObject.applyMatrix4(rotationAll);
}
function rotateCamera() {
// Compute coordinates of camera
computeRotation(torus, coordCamera);
// Set camera position for motion
camera.position.set(coordCamera.x, coordCamera.y, coordCamera.z)
}
If someone could see what's wrong, this would be nice,
Thanks for your help
UPDATE :
I tried to insert the solution below of ; I didn't get to make work the animation, nothing is displayed : here my attempt on jsfiddle :
https://jsfiddle.net/ysis81/uau3nw2q/5/
I tried also with performance.now() but animation is still shaking; you can check this on https://jsfiddle.net/ysis81/2Lok5agy/3/
I have started a bounty to resolve maybe this issue.
requestAnimationFrame will execute your callback render function with a timestamp parameter. Use that parameter to calculate how many milliseconds have passed since the last frame. Then use that diff as some percentage of rotation.
var mySpecificLogic = function (millesecondsSinceLastFrame) {
// rotate your camera here
// if you want it to rotate 20 degrees every second
var rotPerSecond = 20;
var rotationPerMS = rotPerSecond / 1000;
var rotationInDegrees = millesecondsSinceLastFrame * rotationPerMS;
// call your rotation function
// note: if you are also trying to move the ball with the mouse
// you'll want a hook to disable this basic rotation
// set the camera to whatever rotation you want
renderer.render(scene, camera);
};
var startTheWholeThing = function() {
var lastFrameTime;
var deltaT;
function recurse( thisFrameTime ) {
window.requestAnimationFrame(recurse);
lastFrameTime = lastFrameTime || thisFrameTime;
deltaT = thisFrameTime - lastFrameTime;
mySpecificLogic(deltaT);
lastFrameTime = thisFrameTime;
}
recurse();
};
startTheWholeThing();
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