Resolving the clash between LookAt and controls within three.js

I am in the process of developing an application that showcases a 3D model of a building, and so far it's functioning well. I attempted to manipulate the "PerspectiveCamera" using LookAt, but I discovered that LookAt does not function properly when I include the following line in the animate function.

 controls.update(1);

As a result, I decided to comment out this line (as shown below):

            function animate(time) {
                requestAnimationFrame( animate );
                //controls.update(1);
                TWEEN.update(time);
                renderer.render( scene, camera );
            }

However, by doing so, I lose the ability to control the view with my mouse (zooming in/out). If I re-enable that line, LookAt does not behave as expected.

Any advice or suggestions on how to address this issue? Thank you.

Answer №1

To ensure your camera continues to focus on the desired target even after making adjustments with the controls, utilize the camera.lookAt() function within your animation loop.

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