three.js rolling a camera on its side - camera

I am working with a VR player, and I am loading videos in a non-standart format: they are side by side but on a vertical orientation. So to be able to view them on the right direction I am thinking of rolling the camera image. I have tried camera rotation with no luck. Is there other way to rotate the video itself with three.js?

Related

How to make 3d text to appear on camera view in blender

I am creating a 3d text on blender2.8 but I am having a hard time trying to make it appear on the camera view.
I have tried rotating and scaling the camera but it doesn't help.
The camera object is the focal point for the final image, like in real life, if you want to get more in the picture you need to move the camera back or zoom out.
With the camera close -
With the camera far away -
To zoom out, you reduce the camera's focal length.

Rotate camera but render sprites so that they appear in their original world positions

TLDR: I want to rotate camera but render sprites in regards to their world position not camera position.
Howdy,
I'm currently using LibGDX and have come across an issue in regards to camera/object rotation.
Say I have my camera with a rotation of 0 and I have an object(sprite) to the left of the camera's center.
i.e.
Camera Normal (0 degrees rotation)
The sprite renders fine when given a standard world coordinate, however once I rotate my camera, that world coordinate differs from the camera's new (x, y) values.
If I then rotate my camera smoothly 90 degrees to the right(clockwise so that the up direction is facing to the right like the picture below), the object(sprite) that used to be on the left should have simulated a left rotation in regards to the camera (the rotation happens via the camera, the sprite just needs to update position) and now be below the camera's center point.
i.e.
Camera Rotated (90 degrees clockwise)
I'm confused as to how I would calculate the sprite's new locations/positions during the smooth rotation.
Cheers,
Solist.
After looking everywhere for a solution to this problem for 3 weeks it was merely a matter of me needing to call the method
batch.setProjectionMatrix(camera.combined);
in order to update the sprites to their new position in regards to the changing camera rotation.
This link here explains how the Projection Matrix works.

Replicating Camera View - DeviceOrientationControls to TrackballControls

I am trying to replicate a view from a phone (using DeviceOrientationControls) to a desktop (using TrackballControls). I am passing the view state (camera position & direction) through an intermediary server, and have that part mostly working.
I'm having trouble setting the camera rotation on the desktop. The cameras are sync'd to look at the same point, but the view on the desktop (receiving the view state from the phone) rotates around the view angle.
I definitely don't fully understand quaternions or rotation order. I've tried applying those, but clearly I'm out of my element. I guess I'm just looking for some hints on how to sync the camera rotation on the desktop.
Looks like I had a (trackball) controls.update() in my animate() that was blowing away the rotation that I was setting. Camera position and direction are not changed by this, but the rotation (or the "roll" of the camera) was.
In TrackballControls, it would be nice to have a setting for programmatically updating the camera's rotation that wouldn't get squashed by a call to rotateCamera(). I'll have to think about that, because it doesnt seem like it would be easy to implement.

Rotating Camera Around Self, limiting rotation angle in ThreeJS

I am using Three.JS to create a scene.
I want to be able to set my camera in the corner of a room and have the viewer rotate the camera around on the spot, without moving the camera's position.
Also, I want to limit the span of rotation (so that they cannot rotate the camera to look behind them).
I found FirstPersonControls, but I want the user to have to click and drag to rotate the view.
I know of the minecraft example, but it doesn't do the click and drag or angle restriction.
Does anyone know of any other existing examples that accomplish something similar? Thanks.

iPhone/iPad Pan, Pinch and Rotate a view simultaneously

I'm trying to recreate the behaviour of the photos app, where you can pan, pinch and rotate simultaneously. I have the basics working, but I'm stuck on something.
For the pan, I offset the centrepoint of the view by the translation amount. This is working well.
For the pinch and rotate I'm applying an affine transform to the view. This is also working well.
The problem is when I pan (ie. move the subview), and then pinch or rotate - the affine transform seems to get applied using the old centre point of the view. I though that it should use the current centre point as the transform origin - as I'm updating the centrepoint when I pan I though that this should work. Instead of a rotation about the centrepoint of the subview, I get a rotational movement about the original centrepoint.
How do I correct this ? It's clearly possible to combine these three gestures intuitively, as the photos app does it successfully.
I tried using an affine translation for the pan, but the effect was the same.
Apple have confirmed this appears to be a bug with the way that gesture recognisers are working in iPhone OS 3.2. I have filed a bug report.