Spinning an object smoothly in the opposite direction of the OrbitControls camera's y rotation in three.js

Is there a way to use OrbitControls in three.js to make a planeMesh always remain facing the camera? I've attempted some code but it's not quite working as expected. I want the planeMesh to slowly readjust its orientation only when the camera moves, instead of spinning rapidly and using up a lot of processing power. Any idea what I'm doing wrong?

Check out this example on Plunker: here

Here's the relevant JS code snippet:

function animate() {
   requestAnimationFrame( animate );

   planeMesh.rotation.y -= Math.PI / camera.rotation.y;

   render();
}

I also tried this alternative approach but it didn't work either:

function animate() {
   requestAnimationFrame( animate );

   var a = camera.rotation.y; 
   var b = camera.rotation.y; 

   if (a === b) {
       planeMesh.rotation.y -= Math.PI / camera.rotation.y;
   } else {    
   }

   render();
   a = camera.rotation.y; 
}

** Edit Ideally, I want the camera and planeMesh to maintain their relative positions. Here are their initial rotations:

planeMesh Rotation y = 3.141592653589793
camera Rotation y = -0.06894749489830237

It seems like the camera uses THREE.Euler for rotation while the planeMesh relies on Math.PI. Could these different systems of measurement be causing the issue?

If I could calculate the difference between their starting rotations and only adjust the planeMesh rotation.y if the difference exceeds a certain threshold, then I might achieve the desired outcome. How can I achieve this, and do I need to convert between these measurement systems? The camera's rotation behavior appears to use a different scale when I orbit the scene.

Answer №1

To ensure that a plane constantly faces the camera, one simple method is to directly attach it to the camera instead of the scene. For example, you can use camera.add(planeMesh); and position the plane in relation to the camera. This way, their rotations will always stay naturally aligned.

Another approach is to make both the plane and camera children of the same parent (usually the scene) and then use

planeMesh.lookAt(camera.position);

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