beek
beek

Reputation: 3750

Three.js tween camera.lookat

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

Answers (5)

zwcloud
zwcloud

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

user7028883
user7028883

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

mrdoob
mrdoob

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

beek
beek

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

gaitat
gaitat

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

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