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added 44 characters in body
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Chris C
  • 35
  • 1
  • 6

In my animate() function I have the following code:

  if (this.controls.forward) {

    // move in direction we look at
    var cameraDirectionVector = new THREE.Vector3(0, 0, -1);
    cameraDirectionVector.applyQuaternion(this.camera.quaternion);

    var angle = cameraDirectionVector.angleTo(this.characterMesh.position);
    this.characterMesh.translateOnAxis(cameraDirectionVector.cross(this.characterMesh.position), moveDistance);
  
    this.characterMesh.translateZ(-moveDistance);
  }
  if (this.controls.backward) {
    this.characterMesh.translateZ(moveDistance);
  }

The camera is a child of the characterMesh. Moving foreward and backward works perfectly. But I want to move (on a plane) where I am actually looking (just yaw). I found a code example for Unity3D and try to adapt it for three.js which did not work.

Any help or hints would be very much appreciated!

In my animate() function I have the following code:

  if (this.controls.forward) {

    // move in direction we look at
    var cameraDirectionVector = new THREE.Vector3(0, 0, -1);
    cameraDirectionVector.applyQuaternion(this.camera.quaternion);

    var angle = cameraDirectionVector.angleTo(this.characterMesh.position);
    this.characterMesh.translateOnAxis(cameraDirectionVector.cross(this.characterMesh.position), moveDistance);
  
    this.characterMesh.translateZ(-moveDistance);
  }
  if (this.controls.backward) {
    this.characterMesh.translateZ(moveDistance);
  }

Moving foreward and backward works perfectly. But I want to move (on a plane) where I am actually looking (just yaw). I found a code example for Unity3D and try to adapt it for three.js which did not work.

Any help or hints would be very much appreciated!

In my animate() function I have the following code:

  if (this.controls.forward) {

    // move in direction we look at
    var cameraDirectionVector = new THREE.Vector3(0, 0, -1);
    cameraDirectionVector.applyQuaternion(this.camera.quaternion);

    var angle = cameraDirectionVector.angleTo(this.characterMesh.position);
    this.characterMesh.translateOnAxis(cameraDirectionVector.cross(this.characterMesh.position), moveDistance);
  
    this.characterMesh.translateZ(-moveDistance);
  }
  if (this.controls.backward) {
    this.characterMesh.translateZ(moveDistance);
  }

The camera is a child of the characterMesh. Moving foreward and backward works perfectly. But I want to move (on a plane) where I am actually looking (just yaw). I found a code example for Unity3D and try to adapt it for three.js which did not work.

Any help or hints would be very much appreciated!

Source Link
Chris C
  • 35
  • 1
  • 6

Move in the direction I am looking (webvr, three js, Oculus Rift)

In my animate() function I have the following code:

  if (this.controls.forward) {

    // move in direction we look at
    var cameraDirectionVector = new THREE.Vector3(0, 0, -1);
    cameraDirectionVector.applyQuaternion(this.camera.quaternion);

    var angle = cameraDirectionVector.angleTo(this.characterMesh.position);
    this.characterMesh.translateOnAxis(cameraDirectionVector.cross(this.characterMesh.position), moveDistance);
  
    this.characterMesh.translateZ(-moveDistance);
  }
  if (this.controls.backward) {
    this.characterMesh.translateZ(moveDistance);
  }

Moving foreward and backward works perfectly. But I want to move (on a plane) where I am actually looking (just yaw). I found a code example for Unity3D and try to adapt it for three.js which did not work.

Any help or hints would be very much appreciated!