# How to rotate a 3D object on axis three.js?

I have a great problem about the rotation in three.js
I want to rotate my 3D cube in one of my game.

``````//init
geometry = new THREE.CubeGeometry grid, grid, grid
material = new THREE.MeshLambertMaterial {color:0xFFFFFF * Math.random(), shading:THREE.FlatShading, overdraw:true, transparent: true, opacity:0.8}
for i in [1...@shape.length]
othergeo = new THREE.Mesh new THREE.CubeGeometry(grid, grid, grid)
othergeo.position.x = grid * @shape[i]
othergeo.position.y = grid * @shape[i]
THREE.GeometryUtils.merge geometry, othergeo
@mesh = new THREE.Mesh geometry, material

//rotate
@mesh.rotation.y += y * Math.PI / 180
@mesh.rotation.x += x * Math.PI / 180
@mesh.rotation.z += z * Math.PI / 180
``````

and (x, y, z) may be (1, 0, 0)

then the cube can rotate, but the problem is the cube rotate on its own axis,so after it has rotated, it can’t rotate as expected.

I find the page How to rotate a Three.js Vector3 around an axis?, but it just let a Vector3 point rotate around the world axis?

and I have tried to use matrixRotationWorld as

``````@mesh.matrixRotationWorld.x += x * Math.PI / 180
@mesh.matrixRotationWorld.y += y * Math.PI / 180
@mesh.matrixRotationWorld.z += z * Math.PI / 180
``````

but it doesn’t work, I don’t whether I used it in a wrong way or there are other ways..

so, how to let the 3D cube rotate around the world’s axis???

Here are the two functions I use. They are based on matrix rotations. and can rotate around arbitrary axes. To rotate using the world’s axes you would want to use the second function rotateAroundWorldAxis().

``````// Rotate an object around an arbitrary axis in object space
var rotObjectMatrix;
rotObjectMatrix = new THREE.Matrix4();

// old code for Three.JS pre r54:
// object.matrix.multiplySelf(rotObjectMatrix);      // post-multiply
// new code for Three.JS r55+:
object.matrix.multiply(rotObjectMatrix);

// old code for Three.js pre r49:
// object.rotation.getRotationFromMatrix(object.matrix, object.scale);
// old code for Three.js r50-r58:
// object.rotation.setEulerFromRotationMatrix(object.matrix);
// new code for Three.js r59+:
object.rotation.setFromRotationMatrix(object.matrix);
}

var rotWorldMatrix;
// Rotate an object around an arbitrary axis in world space
rotWorldMatrix = new THREE.Matrix4();

// old code for Three.JS pre r54:
//  rotWorldMatrix.multiply(object.matrix);
// new code for Three.JS r55+:
rotWorldMatrix.multiply(object.matrix);                // pre-multiply

object.matrix = rotWorldMatrix;

// old code for Three.js pre r49:
// object.rotation.getRotationFromMatrix(object.matrix, object.scale);
// old code for Three.js pre r59:
// object.rotation.setEulerFromRotationMatrix(object.matrix);
// code for r59+:
object.rotation.setFromRotationMatrix(object.matrix);
}
``````

So you should call these functions within your `anim` function (requestAnimFrame callback), resulting in a rotation of 90 degrees on the x-axis:

``````var xAxis = new THREE.Vector3(1,0,0);
rotateAroundWorldAxis(mesh, xAxis, Math.PI / 180);
``````