I have a special control
called SphericalControls
. Its similar to OrbitControls
, but it keeps camera at position 0,0,0
and instead rotates camera on x and y to look around a scene. It is placed in the middle of a SphereBufferGeometry
which has a 360 equirectangular image projected upon it. The user can look around the 360 image, and as he does the camera x and y rotation values change.
When a user clicks a button, I need to take these x and y rotation values and rotate the sphere to the rotation of the camera. I then set camera back to x:0 and y:0.
The result is that the camera is reset and the 360 scene has now rotated to show the same rotation view that the camera was previously looking at. So to the user, the view stays basically static, just the values for camera.rotation
and sphere rotation have swapped.
This works great if I offset the texture on the sphere:
sphereObj.material.map.wrapS = THREE.RepeatWrapping;
sphereObj.material.map.offset.x = ((camera.rotation.x) / (Math.PI * 2));
sphereObj.material.map.needsUpdate = true;
sphereObj.material.needsUpdate = true;
camera.rotation.set(0, 0);
// Success!
But what I need to do is not offset the texture, but rotate the entire geometry. I have tried:
var axis = new THREE.Vector3(0, 1, 0).normalize();;
var offsetRadian = ((camera.rotation.x) / (Math.PI * 2));
sphere.rotateOnAxis(axis, offsetRadian);
// Fail
But the result is that the sphere rotation is off by approx 30%. Any help is appreciated.