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Скачать или смотреть Mastering the Art of Quaternion Calculations in Three.js for Object Orientation

  • vlogize
  • 2025-04-07
  • 5
Mastering the Art of Quaternion Calculations in Three.js for Object Orientation
Computing quaternion in three.js to orient object to target direction and normalthree.jsquaternions
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Описание к видео Mastering the Art of Quaternion Calculations in Three.js for Object Orientation

Learn how to compute quaternions in Three.js to orient objects towards desired directional vectors and normalize object positioning efficiently.
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This video is based on the question https://stackoverflow.com/q/77050158/ asked by the user 'leonidasarch' ( https://stackoverflow.com/u/11437995/ ) and on the answer https://stackoverflow.com/a/77080510/ provided by the user 'leonidasarch' ( https://stackoverflow.com/u/11437995/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Computing quaternion in three.js to orient object to target direction and normal

Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
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Mastering the Art of Quaternion Calculations in Three.js

In the realm of 3D graphics programming, orientation is a fundamental aspect that often leads to complex computations. One common challenge developers face is adjusting an object's orientation to point towards a target direction while maintaining a specified normal alignment. This guide addresses a common question among Three.js developers: How can you compute the quaternion to orient an object properly using its main direction and normal vectors?

The Problem Statement

When working with instance meshes in Three.js, you might find yourself needing to not only move an object but also rotate it to conform with different directional vectors. You may have a box oriented along the world x-axis (1,0,0) and its normal aligned with the world z-axis (0,0,1). Given the target direction vector (dir) and the target normal vector, the challenge is to compute the proper quaternion for transforming the object's orientation to face the desired direction while keeping its normal properly aligned.

Step-by-Step Solution

To solve this problem, we break it down into manageable steps, utilizing the features available in Three.js.

Step 1: Initialize the Direction and Normal Vectors

Before calculating quaternions, you need to define your initial direction and normal vectors as follows:

[[See Video to Reveal this Text or Code Snippet]]

Step 2: Compute the Quaternion from xAxis to dir

The first rotation is from the box’s x-axis to the desired direction. To achieve this, you need to create a quaternion that represents this rotation:

[[See Video to Reveal this Text or Code Snippet]]

Step 3: Rotate the Normal Vector

Next, apply the quaternion computed in the previous step to rotate the z-axis (normal axis):

[[See Video to Reveal this Text or Code Snippet]]

Step 4: Compute the Quaternion from the Rotated zAxis to normal

With the rotated z-axis now defined, compute the quaternion necessary to align this with the desired normal vector:

[[See Video to Reveal this Text or Code Snippet]]

Step 5: Combine the Quaternions

The last step involves combining both quaternions to get the final rotation quaternion that will orient the box correctly:

[[See Video to Reveal this Text or Code Snippet]]

Conclusion

Working with quaternions may initially seem daunting, but with clear step-by-step calculations, it becomes manageable. By following the method outlined above, you will be able to compute the quaternion that rotates your instance boxes accurately to their desired orientations based on both direction and normal vectors.

Key Takeaways:

Use the setFromUnitVectors method to determine the necessary rotations.

Remember to apply rotations sequentially to account for the new orientations of the axes.

Combining quaternions correctly yields the desired object orientation in Three.js.

Now you can effortlessly manipulate object orientations using quaternions in your Three.js projects!

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