Skip to main content
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
deleted 22 characters in body
Source Link
Kromster
  • 10.7k
  • 4
  • 54
  • 67

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
deleted 35 characters in body
Source Link

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
    float MinZ, MaxZ, Aspect;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
    float MinZ, MaxZ, Aspect;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

added 185 characters in body
Source Link

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
    float MinZ, MaxZ, Aspect;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
    float MinZ, MaxZ, Aspect;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

So I have the following struct in C++, it gets updates with the values of an program that uses a camera in spectator mode:

struct SCameraInfo
{
    Utils::Vector3 Position;
    float Matrix[3][3];
    float FieldOfView;
    float MinZ, MaxZ, Aspect;
};

I'm sending these values through websockets to an HTML5 app running on my iPhone. I want to set these values in a Free Camera mode of a Three.js scene but don't know how to do it. As far I can tell I know the Position, View Matrix and Fov, but not sure of how to apply them to the three.js camera.

The problem is that I don't know which methods call or how to apply the lookAt for example.

This is a kind of yaw pitch and roll camera and not Quaternion based.

Here is and example of the values:

position 2721.35 -390.34 107.15
view mat 0.47 -0.67 0.57
view mat 0.82 0.57 0.00
view mat -0.33 0.47 0.82
FOV      0.10

I've been searching for the most easiest example but all of them seem to use Quaternions.

Thanks in advance.

Source Link
Loading