Tips for implementing camera animation to focus on a specific area of a gltf model when it is clicked in three.js

I've successfully used a gltf loader to load a model and implemented a click function on it. The desired behavior is that when a specific part of the model is clicked, the camera should smoothly transition to focus on that part instead of abruptly changing position and rotation. How can I animate the camera's position change for a smoother transition?

var loader = new THREE.GLTFLoader();
loader.load('perseverance.gltf', function(gltf){
  scene.add(gltf.scene);

  box_model = gltf.scene.getObjectByName( "box" )
  mast_cams = gltf.scene.getObjectByName( "Mastcam_Z_cams" )
  console.log(mast_cams);

    domEvents.addEventListener(mast_cams, 'click', function(event){

        if(!mast_cams_clicked){
            console.log("mast_cams clicked")
            camera.position.set(-1.340 ,2.6 , 2.180);
            camera.rotation.set(-13, -18.40, -3.20);
            controls.update();
            mast_cams_clicked = true;
        }else{
            console.log("Reset")
            controls.reset();
            mast_cams_clicked = false;
        }
        
    })
//   animate();
});

Answer №1

If you're looking to add animations to your project, I recommend utilizing a robust animation library like GSAP. Below is a detailed example to get you started:

let renderer, scene, camera;

init();
animate();

function init() {

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

    scene = new THREE.Scene();
    
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( 20, 20, 20 );
    camera.lookAt( scene.position );

    scene.add( new THREE.AmbientLight( 0x222222 ) );
    
    const light = new THREE.DirectionalLight( 0xffffff, 1 );
    light.position.set( 20,20, 0 );
    scene.add( light );
    
    scene.add( new THREE.AxesHelper( 20 ) );

    const geometry = new THREE.SphereGeometry( 5, 12, 8 );
    const material = new THREE.MeshPhongMaterial( {
        color: 0x00ffff, 
        flatShading: true,
        transparent: true,
        opacity: 0.7,
    } );
    
    const mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );
        
    gsap.to( camera.position, {
        duration: 1,
        y: 10,
        onUpdate: () => {
                
            camera.lookAt( scene.position );

        }
    } );
    
}

function animate() {

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

}
body {
  margin: 0;
}
canvas {
  display: block;
}
<script src="https://cdn.jsdelivr.net/npm/<a href="/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="73071b01161633435d42424b5d40">[email protected]</a>/build/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.4.0/gsap.min.js"></script>

Take note of how the camera adjusts to the target position during updates. For precise targeting, use the target position indicated by the raycast instead of scene.position.

Additionally, it's advisable to deactivate controls at the start of the animation and reactivate them once the animation concludes. You can utilize onComplete() to identify the end of the animation.

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