A variation of the code results in the same problem.
I have done something similar before, but without Quaternion.
Vector axis is the binormal.
See Addon to create special / extended geometries - #6 by hofk
or
RoadRace
<!DOCTYPE html>
<!-- https://discourse.threejs.org/t/struggling-with-paths/26486/9 -->
<head>
<title> MoveAlongCurve01 </title>
<meta charset="utf-8" />
</head>
<body></body>
<script type="module">
import * as THREE from "../jsm/three.module.128.js";
import { OrbitControls } from "../jsm/OrbitControls.128.js";
import { GLTFLoader } from "../jsm/GLTFLoader.128.js";
const renderer = new THREE.WebGLRenderer( {antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( devicePixelRatio );
document.body.appendChild(renderer.domElement);
const camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( -2.5, 2, 0 );
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x11aa11);
const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.6 );
directionalLight.position.set( 0, 20, 15 );
scene.add( directionalLight );
new OrbitControls( camera, renderer.domElement );
let newPosition, tangent, radians;
let fraction = 0;
let normal = new THREE.Vector3( 0, 1, 0 ); // up
let axis = new THREE.Vector3( );
const somePoints = [
new THREE.Vector3( 1, 0, -1 ),
new THREE.Vector3( 1, 0.6, 1 ),
new THREE.Vector3( -1, 0, 1 ),
new THREE.Vector3( -1, 0.2, -1 ),
];
const curve = new THREE.CatmullRomCurve3( somePoints );
curve.closed = true;
const points = curve.getPoints( 60 );
const line = new THREE.LineLoop( new THREE.BufferGeometry( ).setFromPoints( points ), new THREE.LineBasicMaterial( { color: 0xffffaa } ) );
scene.add( line );
const material = new THREE.MeshNormalMaterial( { wireframe: true } );
const box = new THREE.BoxGeometry( 0.05, 0.4, 0.2 );
const char = new THREE.Mesh( box, material );
scene.add( char );
const modelBee = new THREE.Object3D( );
const loader = new GLTFLoader( ).load( 'Kelli Ray_Bee/toi uu.gltf', processBee );
modelBee.scale.set( 0.005, 0.005, 0.005 ); // because gltf.scene is very big
modelBee.rotation.y = Math.PI / 2;
modelBee.rotation.z = -Math.PI / 2;
char.add( modelBee );
animate();
function animate() {
fraction += 0.001;
if ( fraction > 1 ) {
fraction = 0;
normal.set( 0, 1, 0 );
}
char.position.copy( curve.getPoint( fraction ) );
tangent = curve.getTangent( fraction );
axis.crossVectors( normal, tangent ).normalize( );
radians = Math.acos( normal.dot( tangent ) );
char.quaternion.setFromAxisAngle( axis, radians );
normal.crossVectors( tangent, axis );
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
function processBee( gltf ) { // Kelli Ray (CC-BY) Poly by Googl
const box = new THREE.Box3( ).setFromObject( gltf.scene );
const c = box.getCenter( new THREE.Vector3( ) );
const size = box.getSize( new THREE.Vector3( ) );
gltf.scene.position.set( -c.x, size.y / 2 - c.y, -c.z ); // center the gltf scene
modelBee.add( gltf.scene );
}
</script>
</html>
UPDATE:
Obviously, the calculation of
radians = Math.acos( normal.dot( tangent ) );
does not matter.
see MoveAlongCurve02
function animate() {
fraction += 0.001;
if ( fraction > 1 ) {
fraction = 0;
//normal.set( 0, 1, 0 );
}
char.position.copy( curve.getPoint( fraction ) );
tangent = curve.getTangent( fraction );
axis.crossVectors( normal, tangent ).normalize( );
//radians = Math.acos( normal.dot( tangent ) );
//char.quaternion.setFromAxisAngle( axis, radians );
char.quaternion.setFromAxisAngle( axis, Math.PI / 2 );
//normal.crossVectors( tangent, axis );
requestAnimationFrame( animate );
renderer.render( scene, camera );
};