rotation of a Object3D in three.js

I am a beginner in using three.js and have encountered an issue with rotating a camera object. The rotation property has x, y, z values which I am curious about. I understand that the x, y, z values represent the radians of Object Euler angles, but according to the link provided in the three.js documentation: https://en.wikipedia.org/wiki/Euler_angles, the range of α and γ covers 2π radians, while the range of β only covers π radians. However, when testing it, the range seems to be limited to only π radians for all x, y, z values. Why is it that only the x value changes from initially being x=0, y=0, z=0 when looking straight up? Additionally, if the Object3D is a camera, does this mean that the center pixel in the camera view represents the x-axis? Any help would be greatly appreciated.

Answer №1

It may be beneficial to refine your question and provide code to replicate the error more clearly.

The reason why only the x-value changes when looking directly upwards from (0,0,0) is because x, y, and z represent the axis that you rotate around. In 3js and 3D graphics in general, the standard orientation has x as the horizontal axis, y as the vertical axis, and z as the depth axis. When looking straight up, a rotation of 90 degrees occurs around the horizontal x-axis, resulting in a change in the x-value during rotation.

You can find more information at

Three.js offers two methods for representing 3D rotations: Euler angles and Quaternions, along with tools for converting between them. Euler angles are prone to "gimbal lock," where certain configurations restrict an axis of rotation. Due to this limitation, object rotations are typically stored using quaternions.

In previous versions of the library, there was a useQuaternion property that, when disabled, would calculate the object's matrix based on an Euler angle. This approach is now outdated---the recommended practice is to use setRotationFromEuler method, which updates the quaternion instead.

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