Setting up camera in ThreeJS

I am brand new to ThreeJS and currently trying to incorporate it into my web application. I have encountered a problem with configuring the camera.

Currently, I have a perspective camera that is able to look at and move in every direction within my scene.

However, I want the camera to be able to only look at every point (left, right, up, and down) without being able to physically move at every point, especially on the X and Y axes (what I mean is the distinction between movement and looking – they should not behave the same). The intention is for the camera to only be able to move along the Z axis (depth).

Below is the code snippet for my camera:

this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

Answer №1

Could this be the solution you're looking for?

camera.translateZ( - distance );

This method allows for translation without affecting the LookAt orientation.

Answer №2

Let's begin with a brief explanation of how the camera is set up

this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

PerspectiveCamera( fov, aspect, near, far );

  • fov — Vertical field of view for the camera frustum.
  • aspect — Aspect ratio of the camera frustum (Width/Height).
  • near — Distance to the near plane of the camera frustum.
  • far — Distance to the far plane of the camera frustum.

This setup configures the camera, but it doesn't dictate its movement or viewing direction.

To control where the camera is looking, you can use the following code:

this.camera.lookAt(new THREE.Vector3(0,0,0)); // x, y, z

If you're using a camera control library like OrbitControls.js, you might need to do:

this.controls.target.set( 0, 0, 0 ); //x, y, z

If you're not using any library for camera control, you shouldn't encounter issues with "lookAt()".

To maintain the camera in a fixed position, utilize this code:

this.camera.position.x      =   0;
this.camera.position.z      =   0;
this.camera.position.y      =   0;

Now if you wish to manage the depth of the camera, use this code snippet:

this.fov = 0;
this.camera.projectionMatrix.makePerspective(this.fov,  window.innerWidth   /   window.innerHeight, this.near,  this.far));

Exercise caution with this, to prevent the view from being constrained by the near and far distances.

For additional details, refer to threejs.org

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