Tips for effectively displaying camera.position.set (x,y,z) and camera.lookAt (x,y,z) within a three.js environment

While going through the tutorial on drawing lines in three.js documentation, I came across this code snippet:

The code seems to be perfectly fine without any issues.

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title>My first three.js app</title>
        <style>
            body { margin: 0; }
        </style>
    </head>
    <body>
        <script src="///C:/Users/pc/Desktop/threejs_tutorial/build_threejs.html"></script>
        <script>
        
        const scene = new THREE.Scene();
        
        const camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 500 );
        camera.position.set( 0, 0, 100 );
        camera.lookAt( 0, 0, 0 );

        const renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );
        document.body.appendChild( renderer.domElement );

        //create a blue LineBasicMaterial
        const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );

        const points = [];
        points.push( new THREE.Vector3( - 10, 0, 0 ) );
        points.push( new THREE.Vector3( 0, 10, 0 ) );
        points.push( new THREE.Vector3( 10, 0, 0 ) );

        const geometry = new THREE.BufferGeometry().setFromPoints( points );

        const line = new THREE.Line( geometry, material );


        scene.add( line );
        renderer.render( scene, camera );


        </script>
    </body>
</html>

One interesting part of the code for me was the camera.position.set and camera.lookAt commands.

camera.position.set( 0, 0, 100 );
camera.lookAt( 0, 0, 0 );

I believe that the three numbers correspond to the x, y, and z axes of the 3D space. While I have some understanding of these parts of the code, I find it fascinating to relate them to the concept of frustrum as the camera and its field of view...:-)

The code camera.position.set( 0, 0, 100 ) implies that the camera is positioned 100 units along the Z-axis from the origin.

The code camera.lookAt( 0, 0, 0 ) indicates that the orientation of the camera is towards the origin.

Combining these two concepts, we can visualize the code as follows:

https://i.sstatic.net/WiLfJ.jpg

How do you interpret the camera.position.set and camera.lookAt commands in three.js? Does your visualization match what I imagined?

Answer №1

After much consideration, it seems I have finally grasped the essence of the given codes

camera.position.set( 0, 0, 100 );

as well as the significance of

camera.lookAt( 0, 0, 0 );

in a real-world context.

Essentially, camera.position.set( 0, 0, 100 ) indicates that the camera is positioned on the Z-axis at a distance of 100 units from the origin. Meanwhile, camera.lookAt( 0, 0, 0 ) suggests that the camera's orientation is focused directly toward the origin point.

This truly paints a clear picture in my mind.

https://i.sstatic.net/X6uSP.jpg

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