Updating the Rotation of Three.js Camera

My Three.js perspective camera behaves differently in various browsers, with minor orientation discrepancies. I am attempting to rectify this issue by adjusting the camera rotation in Firefox to match that of Chrome. Nevertheless, when rotating the camera 90 degrees within the render loop, the x-axis rotation becomes inaccurate.

camera.rotation.y = camera.rotation.y - (90 * Math.PI / 180);

The rotation seems to revolve around the y-axis without any update, causing a misalignment of the x-axis. Consequently, what typically adjusts pitch (x) ends up controlling roll (z). Is modifying the euler order the best solution for correcting this? It appears to be a suboptimal workaround.

Answer №1

By utilizing an euler, you have the ability to reverse the vector order:

let a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );

If the vector order does not match your expectations, you can utilize the reorder function.

a.reorder('ZYX');

In my opinion, this is the most effective way to address your issue.

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