Spin around an object using Three.js camera rotation

Currently, I am working on displaying an OBJ element with Three.js using WebGlRenderer. However, I am facing a challenge in allowing users to rotate the camera around the object in any direction. After some research, I came across this answer:

Rotate camera in Three.js with mouse

Unfortunately, both examples provided in the solution are giving me errors. The first one mentions that "projector is not defined," but I am unsure of what "projector" refers to. I have a simple camera setup, the object, and some light in my scene. On the other hand, the second code gives an error stating that "undefined is not a function."

If anyone has encountered similar issues or knows how to achieve the desired result, your guidance would be greatly appreciated.

Answer №1

Here is the link you are looking for:

To include the orbit controls after downloading them, add this script:

<script src="js/controls/OrbitControls.js"></script>

Declare the variable:

var controls;

Connect the controls to the camera and set up a listener:

controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );

In your animate function, don't forget to update the controls:

controls.update();

[Update] controls.autoRotate = true; (confirmed in version 73. Newer versions of OrbitControls.js have added this feature.)

Answer №2

To avoid dealing with OrbitControls, you can simply place the camera inside a boom Group

  const arm = new THREE.Group();
  arm.add(camera);
  scene.add(arm);
  camera.position.set( 0, 0, 100 ); // adjusting the length of the arm
  camera.lookAt( 0, 0, 0 ); // ensuring the camera focuses on the arm's center

Then, you have the option to rotate the arm instead of the camera itself.

  arm.rotation.x += 0.01;

Additionally, consider adding other elements like lights to this arm for extra effect

Answer №3

If you're looking for an alternative to OrbitControls, here's a clever workaround:

            Use this snippet of code to adjust the camera position without relying on OrbitControls:
            
            camera.position.copy( target );
            camera.position.x+=Math.sin(camera.rotationy)*3;
            camera.position.z+=Math.cos(camera.rotationy)*3;
            camera.position.y+=cameraHeight; // Feel free to omit this line
            tempVector.copy(target).y+=cameraHeight; // You may skip this as well
            camera.lookAt( tempVector );

Keep in mind that camera.rotationy mimics the mouse rotation value and gets updated when calling lookAt.

Answer №4

When you replace 'camera' with a different object of your choosing, that object will rotate while other surrounding objects (such as a grid on the floor) remain stationary. This can create an interesting effect or appear odd depending on the context (imagine a chair rotating above the floor).

In my code, I decided to modify the center object in OrbitControls.JS after setting up the Orbit Controls:

controls = new THREE.OrbitControls(camera, renderer.domElement);
…
controls.center =  new THREE.Vector3(
    chair.position.x,
    chair.position.y,
    chair.position.z
);

(Note: There may be various versions of OrbitControls.js in use, but I assume they all utilize this center-object)

Answer №5

If you're utilizing ES6, the following code snippet can be used for implementing OrbitControls:

import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';

// Initialize Orbit Controls to enable camera manipulation with the mouse
const orbitControls = new OrbitControls(camera, renderer.domElement);

If you require autorotate functionality,

function init() {
  ...

  // Enabling autorotate feature
  const orbitControls.autoRotate = true;

  ..
}

function animate() {
  // Update the orbit controls to activate autorotating camera effect
  orbitControls.update();

  ...
  renderer.render( scene, camera );
  requestAnimationFrame( animate );
}

For more information:

Answer №6

Implement a listener to trigger the render method whenever there is a change in the OrbitControl:

    const controls = new OrbitControls(camera, this.renderer.domElement);
    controls.enableDamping = true;   //damping 
    controls.dampingFactor = 0.25;   //damping inertia
    controls.enableZoom = true;      //Zooming
    controls.autoRotate = true;       // enable rotation
    controls.maxPolarAngle = Math.PI / 2; // Limit angle of visibility

   controls.addEventListener("change", () => {
      if (this.renderer) this.renderer.render(this.scene, camera);
    });

Additionally, make sure to update the controls within the animate function:

  start = () => {
    if (!this.frameId) {
      this.frameId = requestAnimationFrame(this.animate);
    }
  };
  stop = () => {
    cancelAnimationFrame(this.frameId);
  };

  renderScene = () => {
    if (this.renderer) this.renderer.render(this.scene, camera);
  };


animate = () => {
    // Update controls during animation
    controls.update();
}

Answer №7

For those seeking information on how to change the auto rotate direction within a limited range:

if (
   controls.getAzimuthalAngle() >= Math.PI / 2 ||
   controls.getAzimuthalAngle() <= -Math.PI / 2
 ) {
   controls.autoRotateSpeed *= -1;
 }

 controls.update();

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