Automatically rotate the camera in Three.js to center on a specific object

Within the three.js 3D environment, I am working with several MESH objects that have predetermined positions along with a camera object.

My goal is to create a functionality where, upon clicking a button, the camera will automatically rotate and zoom (adjust its position) to center the user's view on the chosen object. The selected object's position is already known.

I would greatly appreciate any suggestions or tips on how to implement this feature effectively.

Answer №1

Attempt using

camera.lookAt( object.position );

No necessity for utilizing quaternions.

If desired, adjust the camera's position to bring it closer.

Answer №2

When it comes to achieving seamless rotations towards a target location, Quaternion slerp is the way to go. Make sure to enable quaternion by setting camera.useQuaternion = true.

var freshQuaternion = new THREE.Quaternion();
THREE.Quaternion.slerp(camera.quaternion, destinationQuaternion, freshQuaternion, 0.07);
camera.quaternion = freshQuaternion;

This technique ensures a smooth transition to the desired rotation. It may be necessary to experiment with the last parameter for optimal results. Keep in mind that this method might not directly impact zoom functionality.

Answer №3

Below is a piece of code demonstrating how to rotate an object using slerp and quaternions:

//Define initial and final quaternions
var startQuaternion = new THREE.Quaternion(0, 0, 0, 1);
var endQuaternion = new THREE.Quaternion(0, 1, 0, 0);

//Number of frames for animation
var animationFrames = 100;
//Time between consecutive frames
var timeInterval = 1;

function performSlerp(progress) {
    if (progress >= 1) return;

    //Assuming that you want to rotate a 3D object called 'mesh':
    THREE.Quaternion.slerp(startQuaternion, endQuaternion, mesh.quaternion, progress);
    
    setTimeout(function() {
        performSlerp(progress + (1 / animationFrames));
      }, timeInterval);
}

performSlerp(1 / animationFrames);

You can use the same script above to rotate the camera by simply replacing mesh.quaternion with camera.quaternion.

Answer №4

For additional information, be sure to check out this resource... I implemented the following steps and successfully adjusted the focus to the user-defined coordinate...

camera.lookAt(0, 10, 0);
-----
-----
-----
controls.target.set(0, 10, 0);
controls.update();

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