What are the steps to establish a Z-axis coordinate system in three.js?

When working with three.js, the Y axis typically represents up and down, while the Z axis represents forward and backward. However, I want to switch this so that the Z axis represents up and down, and the Y axis represents forward and backward. Here is an image illustrating what I am aiming for:

https://i.sstatic.net/fSZzP.png

I am looking to completely change the coordinate system so that when I rotate a mesh around the y axis, it follows the new coordinate system rather than the traditional one.

After searching on stack overflow, I came across the following links:

  1. Three.JS rotate projection so that the y axis becomes the z-axis. Unfortunately, this method did not work as expected.
  2. THREEJS: Matrix from Z-Up Coordinate System to Y-Up Coordinate System. This approach only altered the object or mesh's y and z vertices; when I rotated it around the y axis, it still followed the traditional orientation. It seems that applying the matrix to the rotation matrix itself might be necessary to achieve the desired result.
  3. Changing a matrix from right-handed to left-handed coordinate system.
  4. Reorienting axes in three.js fails when webpage is refreshed. Unfortunately, this solution also did not yield the desired outcome.

Is there a way to configure three.js to align with a Z up coordinate system?

Answer №1

To adjust the up vector of the camera, simply use the following code:

camera.up.set(0,0,1);

After that, the camera will behave as desired.

Answer №2

In a basic scenario, the solution mentioned above may suffice. However, if you intend to leverage the editor, it is advisable to preconfigure the settings as follows:

THREE.Object3D.DefaultUp = new THREE.Vector3(0,0,1);

This ensures that any new object created will adhere to this standard. The previous method led me to encounter difficulties within the editor, particularly related to controls and saving objects.

It should be noted that when using a grid, you need to adjust its orientation to cover the XY plane rather than the XZ plane:

var grid = new THREE.GridHelper( 30, 30, 0x444444, 0x888888 );
grid.rotateX(Math.PI / 2); 

Answer №3

Implementing in react-three-fiber

To set the default up vector in react-three-fiber, use the following code snippet:

THREE.Object3D.DEFAULT_UP = new THREE.Vector3(0, 0, 1)

A basic implementation would look like this:

import { Canvas } from "@react-three/fiber";
import * as THREE from "three";

export default function App() {
    THREE.Object3D.DEFAULT_UP = new THREE.Vector3(0, 0, 1);

    return (
        <Canvas>
            {/* Other components can be added here */}
        </Canvas>
    );
}

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