The Rotation class encapsulates an object's rotation in a quaternion representation.
// The following example uses ReactiveModule.rotation(w,x,y,z) to construct a rotation
// from a quaternion-based representation of it. The constructed rotation is used with
// AnimationModule.samplers.polyline to create a rotation animation that is expressed as a QuaternionSignal.
var SceneModule = require('Scene');
var AnimationModule = require('Animation');
var ReactiveModule = require('Reactive');
// Enable async/await in JS [part 1]
(async function() {
// Construct a Rotation object from a quaternion-based values.
function axisRotation(axis_x, axis_y, axis_z, angle_degrees) {
var norm = Math.sqrt(axis_x * axis_x + axis_y * axis_y + axis_z * axis_z);
axis_x /= norm;
axis_y /= norm;
axis_z /= norm;
var angle_radians = angle_degrees * Math.PI / 180.0;
var cos = Math.cos(angle_radians / 2);
var sin = Math.sin(angle_radians / 2);
return ReactiveModule.rotation(cos, axis_x * sin, axis_y * sin, axis_z * sin);
}
var time_driver = AnimationModule.timeDriver({
durationMilliseconds: 2000,
loopCount: Infinity
});
// Create a rotation sampler using Rotation objects generated
// by the previously-defined axisRotation() method.
var rotation_sampler = AnimationModule.samplers.polyline({
keyframes: [
axisRotation(1, 0, 0, 0),
axisRotation(1, 0, 0, 45),
axisRotation(1, 1, 0, 45),
axisRotation(1, 0, 1, 45),
axisRotation(1, 0, 0, 0)
],
knots: [ 0, 1, 3, 5, 7 ]
});
// Start the animation
var rotation_signal = AnimationModule.animate(time_driver, rotation_sampler);
time_driver.start();
// Apply the rotation transform to a scene object.
const [plane] = await Promise.all([
Scene.root.findFirst('plane0')
]);
plane.transform.rotation = rotation_signal;
// Enable async/await in JS [part 2]
})();This module exposes no properties.
This module exposes no methods.