How can the camera's yaw be accurately determined using THREE.js techniques?

Is there a way to calculate the 2D representation of an object's rotation (yaw) in a 3D scene using built-in methods in THREE.js?

While I currently have this functionality working with the help of the solution provided at How to derive "standard" rotations from three.js when using quaternions? (also available at ), I would prefer to utilize any built-in methods that might be available.

Answer №1

To align the camera using natural yaw (heading), pitch, and roll angles, follow these steps:

camera.rotation.order = 'YXZ'. // by default, it is set to `XYZ`

You can now adjust the camera's orientation as shown below:

camera.rotation.set( pitch_radians, yaw_radians, roll_radians );

In this setup, camera.rotation.y represents the yaw angle in radians.

This technique is applicable to any three.js Object3D.

To learn more about object rotation in three.js, visit this answer.

Using three.js version r.69

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