I'm very new to three.js and so sorry if this is a stupid question.
The issue is that I have a camera and I want to rotate it with the arrow keys. The left and right (yaw) rotation seems to work as excepted, however when the angle is not at 0 the camera seems to rotate incorrectly up and down (pitch). I have seen this issue been addressed and the way they fixed was in how three.js handles their euler angles as they have a specific order. (YXZ) However I've tried:
camera.rotation.y = AngleY;
camera.rotation.x = AngleX;
camera.rotation.z = AngleZ;
I have also tried using vectors and camera.target.lookAt, but since camera.target has been removed I am not sure how to fix this.
Thanks in advance.
The camera's rotation will have meaning in terms of "heading", "pitch", and "roll" if you set:
camera.rotation.order = 'YXZ'; // the default is 'XYZ'
For more information, see this stackoverflow answer .
three.js r.83
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