Reputation: 2942
I want to rotate the camera around the x-axis on the y-z plane while looking at the (0, 0, 0)
point. It turns out the lookAt
function behaves weird. When after rotating 180°, the geometry jump to another side unexpectedly. Could you please explain why this happens, and how to avoid it?
You can see the live demo on jsFiddle: http://jsfiddle.net/ysmood/dryEa/
class Stage
constructor: ->
window.requestAnimationFrame =
window.requestAnimationFrame or
window.webkitRequestAnimationFrame or
window.mozRequestAnimationFrame
@init_scene()
@make_meshes()
init_scene: ->
@scene = new THREE.Scene
# Renderer
width = window.innerWidth;
height = window.innerHeight;
@renderer = new THREE.WebGLRenderer({
canvas: document.querySelector('.scene')
})
@renderer.setSize(width, height)
# Camera
@camera = new THREE.PerspectiveCamera(
45, # fov
width / height, # aspect
1, # near
1000 # far
)
@scene.add(@camera)
make_meshes: ->
size = 20
num = 1
geo = new THREE.CylinderGeometry(0, size, size)
material = new THREE.MeshNormalMaterial()
mesh = new THREE.Mesh(geo, material)
mesh.rotation.z = Math.PI / 2
@scene.add(mesh)
draw: =>
angle = Date.now() * 0.001
radius = 100
@camera.position.set(
0,
radius * Math.cos(angle),
radius * Math.sin(angle)
)
@camera.lookAt(new THREE.Vector3())
@renderer.render(@scene, @camera)
requestAnimationFrame(@draw)
stage = new Stage
stage.draw()
Upvotes: 0
Views: 3058
Reputation: 104843
You are rotating the camera around the X-axis in the Y-Z plane. When the camera passes over the "north" and "south" poles, it flips so as to stay right-side-up. The camera's up-vector is (0, 1, 0)
by default.
Set the camera x-position to 100 so, and its behavior will appear correct to you. Add some axes to your demo for a frame of reference.
This is not a fault of the library. Have a look at the Camera.lookAt()
source code.
If you want to set the camera orientation via its quaternion instead, you can do that.
three.js r.59
Upvotes: 3