Three. Js tween camera.lookat

I am trying to tween camera.lookAt in Three.js using Tween.js with little success.

It works

    selectedHotspot = object;

    var tween = new TWEEN.Tween(camera.lookAt( object.position),600).start();

But it turns the camera directly to the subject.

How do I get a nice smooth rotation?

This is a rendering function.

  function update() {

    lat = Math.max(-85, Math.min(85, lat));
    phi = THREE.Math.degToRad(90 - lat);
    theta = THREE.Math.degToRad(lon);

    target.x = 512 * Math.sin(phi) * Math.cos(theta);
    target.y = 512 * Math.cos(phi);
    target.z = 512 * Math.sin(phi) * Math.sin(theta);


    if(!selectedHotspot)
        camera.lookAt(target);


    renderer.render(scene, camera);

}

UPDATE

OK. I generally can not portray the camera. I think there must be something else wrong. Should there be anything else in the rendering function?

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5 answers

I think your code should look something like this:

// backup original rotation
var startRotation = new THREE.Euler().copy( camera.rotation );

// final rotation (with lookAt)
camera.lookAt( object.position );
var endRotation = new THREE.Euler().copy( camera.rotation );

// revert to original rotation
camera.rotation.copy( startRotation );

// Tween
new TWEEN.Tween( camera ).to( { rotation: endRotation }, 600 ).start();
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For positional animation (but you get the gist) I use this code, which has a duration parameter and smoothly moves the camera:

function setupTween (position, target, duration)
{
    TWEEN.removeAll();    // remove previous tweens if needed

    new TWEEN.Tween (position)
        .to (target, duration)
        .easing (TWEEN.Easing.Bounce.InOut)
        .onUpdate (
            function() {
                // copy incoming position into capera position
                camera.position.copy (position);
            })
        .start();
}

and I call it that:

setupTween (camera.position.clone(), new THREE.Vector3 (x, y, z), 7500);

7.5 .

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,

,

if (target.y < selectedHotspot.position.y - 2)
        lat += 0.1;
    else if (target.y > selectedHotspot.position.y + 2)
            lat -= 0.1; 

    if (target.x < selectedHotspot.position.x - 5)
        lon += 0.5;
    else if (target.x > selectedHotspot.position.x + 5)
        lon -= 0.5;
    else {

        camera.lookAt(selectedHotspot.position);

        if (camera.fov > selectedHotspot.bubble.distance*0.05){
            camera.fov -= 0.1;

        }
        if(sceneReady)
            loadScene();
    }

    camera.updateProjectionMatrix();

To a function called in a render loop. It works well.

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I use controls.target to rotate the camera and works well.

createjs.Tween.get(controls.target)
.to({
  x: tweenPos.x,
  y: tweenPos.y - 11,
  z: tweenPos.z + 0.001
}, 800,createjs.Ease.linear);
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Quaternion mrdoob answer version

// backup original rotation
var startRotation = camera.quaternion.clone();

// final rotation (with lookAt)
camera.lookAt( lookAt );
var endRotation = camera.quaternion.clone();

// revert to original rotation
camera.quaternion.copy( startRotation );

// Tween
var lookAtTween = new TWEEN.Tween( camera.quaternion ).to( endRotation, 600 ).start();
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