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3D引擎在旋转时将对象拉伸

[英]3D Engine stretches objects out while rotating

I made a little 3d engine. 我做了一个3D小引擎。

But I have some problems with the rotating functions. 但是旋转功能有一些问题。 They make the object stretch out from time to time. 它们使物体不时伸展。 Here's the math: 这是数学:

this.rotateX = function(angle) {
    var cos = Math.cos(angle);
    var sin = Math.sin(angle);

    for(var i = 0; i < this.points.length; i++) {
        this.points[i].y = sin * this.points[i].z + cos * this.points[i].y;
        this.points[i].z = -sin * this.points[i].y + cos * this.points[i].z;
    }
}

this.rotateY = function(angle) {
    var cos = Math.cos(angle);
    var sin = Math.sin(angle);

    for(var i = 0; i < this.points.length; i++) {
        this.points[i].x = cos * this.points[i].x - sin * this.points[i].z;
        this.points[i].z = sin * this.points[i].x + cos * this.points[i].z;
    }
}

this.rotateZ = function(angle) {
    var cos = Math.cos(angle);
    var sin = Math.sin(angle);

    for(var i = 0; i < this.points.length; i++) {
        this.points[i].x = cos * this.points[i].x + sin * this.points[i].y;
        this.points[i].y = -sin * this.points[i].x + cos * this.points[i].y;
    }
}
this.points[i].y = sin * this.points[i].z + cos * this.points[i].y;
this.points[i].z = -sin * this.points[i].y + cos * this.points[i].z;

You are calculating y and using this new y to calculate z . 您正在计算y并使用此新y来计算z You should probably use old y (before rotation): 您可能应该使用旧的y (旋转之前):

var y = sin * this.points[i].z + cos * this.points[i].y;
var z = -sin * this.points[i].y + cos * this.points[i].z;
this.points[i].y = y;
this.points[i].z = z;

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