At the moment I'm using the dot product of the mouse position and (0, 1) to generate radians to rotate an object, in three.js
Code below, works ok but the object 'jumps' because the radian angle skips from positive to negative when the clientX
value goes between window.innerWidth / 2
onDocumentMouseMove : function(event) {
// rotate circle relative to current mouse pos
var oldPos = new THREE.Vector2(0, 1);
Template.Main.mouseCurrPos = new THREE.Vector2((event.clientX / window.innerWidth ) * 2 - 1, - (event.clientY / window.innerHeight) * 2 + 1);
Template.Main.mouseCurrPos.normalize();
//Template.Main.projector.unprojectVector(Template.Main.mouseCurrPos, Template.Main.scene);
var angle = oldPos.dot(Template.Main.mouseCurrPos);
Template.Main.mousePrevPos.x = event.clientX;
Template.Main.mousePrevPos.y = event.clientY;
if (event.clientX < window.innerWidth / 2) {
Template.Main.circle.rotation.z = -angle;
}
else {
Template.Main.circle.rotation.z = angle;
}
console.log(Template.Main.circle.rotation.z);
}
However if I add this to assign the value to oldPos:
if (event.clientX < window.innerWidth / 2) {
oldPos = new THREE.Vector2(0, -1);
}
else {
oldPos = new THREE.Vector2(0, 1);
}
Then the "jumping" goes but the effect of rotation is inverted when the mouse is on the left of the window.
I.e. mouse going up rotates anti-clockwise and vice-versa which is not desired.
It's frustrating.
Also if I keep the oldPos conditional assignment and leave out the conditional negation of the angle instead, the jumping comes back.
You can see a demo here: http://theworldmoves.me/rotation-demo/
Many thanks for any tips.