Using three.js to retrieve the camera's position using orbit controls

In my journey using three.js orbit controls, I have encountered a challenge of making a skybox follow the camera's position. Despite scouring the internet, I have not come across a suitable solution.

My query is straightforward - how can I obtain the accurate coordinates of the camera while utilizing orbit controls? The code snippet below did not yield the desired results:

skybox.position.x = camera.position.x;  //Moving skybox with camera
skybox.position.z = camera.position.z;  //Moving skybox with camera
skybox.position.y = camera.position.y;  //Moving skybox with camera

The x and z values obtained are inaccurate. I also attempted:

orbit_controls.object.target

however, this led to similar incorrect outcomes with the x and z values being off. It seems that what should be a simple functionality of a control mechanism proves to be quite challenging.

Answer №1

After receiving no response on SO, I took the initiative to conduct some additional testing. Through my experimentation, I've come to realize the necessity of a coordinate system transformation in order to accurately obtain the camera's coordinates.

The code below demonstrates how to retrieve the current position of the camera in standard world (x,y,z) space and then apply it to a skybox:

newZ = -(camera.position.x * Math.cos(5.49779)) - (camera.position.z * Math.sin(5.49779));
newX = (camera.position.x * Math.cos(0.78)) + (camera.position.z * Math.sin(0.78));

skybox.position.x = newX;   //Adjusting skybox with camera
skybox.position.z = newZ;   //Adjusting skybox with camera
skybox.position.y = camera.position.y;  //Adjusting skybox with camera

Since this particular solution wasn't readily available elsewhere, I trust that it will prove beneficial to others facing similar challenges. It certainly resolved the issue for me.

Answer №2

Here is a response from 2019 regarding a question asked back in 2015:

The local position of the camera can be found using camera.position. To obtain the global position, you can use camera.getWorldPosition(target), with target being a predefined Vector3 object that will store the result.

Instead of moving the skybox along with the camera, consider using the cube texture (or a rendered cube) as the scene's background.

Answer №3

When faced with the same issue, I decided to tackle it by adding specific lines of code to the THREE.OrbitControls function within the OrbitControls.js file.

THREE.OrbitControls = function ( object, domElement ) {

    .
    .
    .

  this.getPos = function() {
    pos = new THREE.Vector3();
    pos.copy( this.object.position );
    return  pos;
  };
  this.getCenter = function() {
    cent = new THREE.Vector3();
    cent.copy( this.center );
    return cent;
  };
    .
    .
    .
}

The 'this.object' refers to the camera Object specified when creating the Controls object, while 'this.center' is a THREE.Vector3() set to (0,0,0) that determines where the camera is focused on.

This solution worked flawlessly for me. These two getter functions allow for retrieving the camera position and center. Here's how I utilized them in my code:

//Create the controls object
var controls = new THREE.OrbitControls( this.camera, this.renderer.domElement);
//Retrieve the camera position whenever needed
var cameraPosition = controls.getPos();

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