I'm wondering if it is possible (I hope it is) to set init camera rotation read from onGetPosition?
My onGetPosition function look like this:
function onGetPosition() {
console.log({
Yaw: worldRenderer.camera.rotation.y * 180 / Math.PI,
Pitch: worldRenderer.camera.rotation.x * 180 / Math.PI,
x: worldRenderer.camera.rotation.x,
y: worldRenderer.camera.rotation.y,
z: worldRenderer.camera.rotation.z
});
...
}
I use this image as a texture:
Initial view, with default_yaw set to 0 degrees looks like this:
In this position onGetPosition returns:
{Yaw: 0, Pitch: -0, x: -0, y: 0, z: -0}
Then I rotate the scene to see this position (about 90 deg to the left):
onGetPosition returns:
{Yaw: 75.66036892219512, Pitch: -42.97581864568984, x: -0.7500695341072581, y: 1.3205225509658982, z: 0.7343037709331535}
I thought that if I set camera rotation inside setDefaultYaw_ function I would see last view so I did this:
WorldRenderer.prototype.setDefaultYaw_ = function(angleRad) {
...
this.camera.setRotationFromEuler(new THREE.Euler(-0.7500695341072581, 1.3205225509658982, 0.7343037709331535, 'XYZ'));
};
Unfortunately nothing happened I still see the view from second image on init. How can I solve it?