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cómo obtener los ejes X y ya como vectores a partir de rotaciones de Euler o cuaterniones

Quiero obtener los ejes y y x de la cámara como vectores individuales para poder rotar alrededor de ellos. ¿Cómo puedo obtener eso de las rotaciones de Euler o del cuaternión de la cámara?

 _euler.setFromQuaternion( camera.quaternion ); // sets euler rotation in order XYZ

_A = new Vector3(1, 0, _euler.z); // this is wrong, it needs to be the camera y axis
_R.copy(camera.quaternion);
_Q.setFromAxisAngle(_A, movementX); // _euler.y -= movementX;
_R.multiply(_Q);
camera.quaternion.copy(_R);

_A = new Vector3(1, 0, _euler.z); // needs to be the camera x axis
_R.copy(camera.quaternion);
_Q.setFromAxisAngle(_A, movementY); // _euler.x -= movementY;
_R.multiply(_Q);
camera.quaternion.copy(_R);

thirdpersoncamera.js funciona como quiero (creo)

 export const third_person_camera = (() => {

 class ThirdPersonCamera extends entity.Component {
 constructor(params) {
 super();

 this._params = params;
 this._camera = params.camera;

 this._currentPosition = new THREE.Vector3();
 }

 _CalculateIdealOffset() {
 const cameraXYZ = new THREE.Vector3
 this._params.camera.getWorldDirection(cameraXYZ);

 if (this._camera.isspaceshipcamera) {
 const cameraY = (cameraXYZ.y*80);
 this.idealOffset = new THREE.Vector3(0, 20 , -80); 
 }
 else {
 const cameraY = (Math.abs(cameraXYZ.y*50));
 this.idealOffset = new THREE.Vector3(0, 20 + (cameraY/2), -50 + cameraY);
 }

 this.idealOffset.applyQuaternion(this._params.target._rotation);
 this.idealOffset.add(this._params.target._position);
 return this.idealOffset;
 }


 _CalculateIdealLookat() {
 const idealLookat = new THREE.Vector3(0, 10, 50);
 idealLookat.applyQuaternion(this._params.target.Rotation);
 idealLookat.add(this._params.target.Position);
 return idealLookat;
 }

 Update(timeElapsed) {
 const idealOffset = this._CalculateIdealOffset();
 const t = 1.0 - Math.pow(0.0000000000001, timeElapsed);
 this._currentPosition.lerp(idealOffset, t);
 this._camera.position.copy(this._currentPosition);

 }

después de presionar una de las 2 teclas a continuación, mousemovex y ya no son las cámaras X e Y, quiero que sean aunque

 _R.copy(this._params.camera.quaternion);
 if (input._keys.q) {
 _A.set(0, 0, 1);
 _Q.setFromAxisAngle(_A, 0.5 * Math.PI * timeInSeconds);
 _R.multiply(_Q);
 this._params.camera.quaternion.copy(_R);
 }
 if (input._keys.e) {
 _A.set(0, 0, -1);
 _Q.setFromAxisAngle(_A, 0.5 * Math.PI * timeInSeconds);
 _R.multiply(_Q);
 this._params.camera.quaternion.copy(_R);
 }
almost 4 years ago · Santiago Trujillo
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