Reputation:
Is there a way to put limits on the OrbitControls.js
? Imagine I'm creating something above the ground, I wouldn't like the camera to go below the ground, know what I mean?! The same things goes for zoom in and zoom out. Is there a way to set some variables to limit that because I don't want the camera getting to close or too far away?
Upvotes: 43
Views: 31460
Reputation: 2683
Zoom in / zoom out:
this.minDistance = 0;
this.maxDistance = Infinity;
Where to stop rotation :
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians
Don't let to go below the ground:
controls.maxPolarAngle = Math.PI/2;
Upvotes: 82
Reputation: 45062
If you want more control over Orbit:
const controls = new OrbitControls(camera, this.renderer.domElement);
controls.enableDamping = true; //damping
controls.dampingFactor = 0.25; //damping inertia
controls.enableZoom = true; //Zooming
controls.autoRotate = true; // enable rotation
controls.maxPolarAngle = Math.PI / 2; // Limit angle of visibility
controls.keys = {
LEFT: 37, //left arrow
UP: 38, // up arrow
RIGHT: 39, // right arrow
BOTTOM: 40 // down arrow
};
controls.addEventListener("change", () => {
if (this.renderer) this.renderer.render(this.scene, camera);
});
Upvotes: 1
Reputation: 2853
Just in case someone needs a a more robust answer with ground altitude and camera target adjustment:
You find the angle relative to the controls target and the ground position of the camera (regardless of altitude) and assign the maxPolarAngle. Adjust for your up axis, mine was Y. Inside the controls change event:
var centerPosition = controls.target.clone();
centerPosition.y = 0;
var groundPosition = camera.position.clone();
groundPosition.y = 0;
var d = (centerPosition.distanceTo(groundPosition));
var origin = new THREE.Vector2(controls.target.y,0);
var remote = new THREE.Vector2(0,d); // replace 0 with raycasted ground altitude
var angleRadians = Math.atan2(remote.y - origin.y, remote.x - origin.x);
controls.maxPolarAngle = angleRadians;
Upvotes: 2