Reputation: 3750
I'm attempting to tween the camera.lookAt in Three.js using Tween.js with little success.
This works
selectedHotspot = object;
var tween = new TWEEN.Tween(camera.lookAt( object.position),600).start();
But rotates the camera directly to the object.position.
How do I get a nice smooth rotation?
This is the render 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 can't actually tween the camera on anything. I think there must be something else wrong. Should there be something else in the render function?
Upvotes: 9
Views: 12730
Reputation: 4889
Quaternion version of mrdoob's answer
// 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();
Upvotes: 6
Reputation: 11
I use controls.target to tween camera'rotation and it work well.
createjs.Tween.get(controls.target)
.to({
x: tweenPos.x,
y: tweenPos.y - 11,
z: tweenPos.z + 0.001
}, 800,createjs.Ease.linear);
Upvotes: 1
Reputation: 19592
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();
Upvotes: 14
Reputation: 3750
Thanks all,
I gave up trying to tween the camera and instead added
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 the render loop. This works well.
Upvotes: 1
Reputation: 12632
For a positional tween (but you get the gist) I am using this code which does have a duration parameter and does move the camera smoothly:
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 like so:
setupTween (camera.position.clone(), new THREE.Vector3 (x, y, z), 7500);
to get a 7.5 seconds smooth tween.
Upvotes: 4