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https://github.com/yomotsu/camera-controls

A camera control for three.js, similar to THREE.OrbitControls yet supports smooth transitions and more features.
https://github.com/yomotsu/camera-controls

camera orbitcontrols threejs

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A camera control for three.js, similar to THREE.OrbitControls yet supports smooth transitions and more features.

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# camera-controls

A camera control for three.js, similar to THREE.OrbitControls yet supports smooth transitions and more features.

[![Latest NPM release](https://img.shields.io/npm/v/camera-controls.svg)](https://www.npmjs.com/package/camera-controls) [![Open in GitHub Codespaces](https://img.shields.io/static/v1?label=GitHub&message=Open%20in%20%20Codespaces&color=24292f)](https://github.com/codespaces/new?template_repository=yomotsu%2Fcamera-controls)

[documentation](https://yomotsu.github.io/camera-controls/classes/CameraControls)

## Examples

| camera move | default user input (Configurable) |
| --- | --- |
| Orbit rotation | left mouse drag / touch: one-finger move |
| Dolly | middle mouse drag, or mousewheel / touch: two-finger pinch-in or out |
| Truck (Pan) | right mouse drag / touch: two-finger move or three-finger move |

- [basic](https://yomotsu.github.io/camera-controls/examples/basic.html)
- [fit-and-padding](https://yomotsu.github.io/camera-controls/examples/fit-and-padding.html)
- [fit-to-rect](https://yomotsu.github.io/camera-controls/examples/fit-to-rect.html)
- [fit-to-bounding-sphere](https://yomotsu.github.io/camera-controls/examples/fit-to-bounding-sphere.html)
- [infinity dolly](https://yomotsu.github.io/camera-controls/examples/infinity-dolly.html)
- [boundary](https://yomotsu.github.io/camera-controls/examples/boundary.html)
- [focal offset](https://yomotsu.github.io/camera-controls/examples/focal-offset.html)
- [click to set orbit point](https://yomotsu.github.io/camera-controls/examples/click-to-set-orbit-point.html)
- [look in the point direction](https://yomotsu.github.io/camera-controls/examples/look-in-direction.html)
- [viewport within the canvas](https://yomotsu.github.io/camera-controls/examples/viewport.html)
- [multiple camera-controls and viewport](https://yomotsu.github.io/camera-controls/examples/multiple.html)
- [z-up camera](https://yomotsu.github.io/camera-controls/examples/camera-up.html)
- [orthographic](https://yomotsu.github.io/camera-controls/examples/orthographic.html)
- [event attach / detach](https://yomotsu.github.io/camera-controls/examples/event-attach.html)
- [user input config](https://yomotsu.github.io/camera-controls/examples/config.html)
- [mouse drag with modifier keys](https://yomotsu.github.io/camera-controls/examples/mouse-drag-with-modifier-keys.html)
- [combined gestures](https://yomotsu.github.io/camera-controls/examples/combined-gestures.html)
- [keyboard events](https://yomotsu.github.io/camera-controls/examples/keyboard.html)
- [rest and sleep events](https://yomotsu.github.io/camera-controls/examples/rest-and-sleep.html)
- [changing the cursor](https://yomotsu.github.io/camera-controls/examples/cursor.html)
- [collision](https://yomotsu.github.io/camera-controls/examples/collision.html)
- [collision (custom)](https://yomotsu.github.io/camera-controls/examples/collision-custom.html)
- [first-person](https://yomotsu.github.io/camera-controls/examples/first-person.html)
- [third-person](https://yomotsu.github.io/meshwalk/examples/5_terrain.html) (with [meshwalk](https://github.com/yomotsu/meshwalk))
- [pointer lock](https://yomotsu.github.io/camera-controls/examples/pointer-lock.html)
- [auto rotate](https://yomotsu.github.io/camera-controls/examples/auto-rotate.html)
- [view offset translate](https://yomotsu.github.io/camera-controls/examples/view-offset.html)
- [camera shake effect](https://yomotsu.github.io/camera-controls/examples/effect-shake.html)
- [rotate with time duration and easing](https://yomotsu.github.io/camera-controls/examples/easing.html) (with [gsap](https://www.npmjs.com/package/gsap))
- [path animation](https://yomotsu.github.io/camera-controls/examples/path-animation.html) (with [gsap](https://www.npmjs.com/package/gsap))
- [complex transitions with `await`](https://yomotsu.github.io/camera-controls/examples/await-transitions.html)
- [set view padding](https://yomotsu.github.io/camera-controls/examples/padding-with-view-offset.html)
- [WebWorker (OffscreenCanvas)](https://yomotsu.github.io/camera-controls/examples/worker.html)
- [outside of iframe dragging](https://yomotsu.github.io/camera-controls/examples/iframe.html)
- [in react-three-fiber (simplest)](https://codesandbox.io/s/react-three-fiber-camera-controls-4jjor?file=/src/App.tsx)
- [in react-three-fiber (drei official)](https://codesandbox.io/s/sew669) (see [doc](https://github.com/pmndrs/drei#cameracontrols))

## Usage

(The below code is for three.js users. If you use react-three-fiber (aka R3F), r3f-ready camera-controls is available on [@react-three/drei](https://github.com/pmndrs/drei#cameracontrols)

```javascript
import * as THREE from 'three';
import CameraControls from 'camera-controls';

CameraControls.install( { THREE: THREE } );

// snip ( init three scene... )
const clock = new THREE.Clock();
const camera = new THREE.PerspectiveCamera( 60, width / height, 0.01, 1000 );
const cameraControls = new CameraControls( camera, renderer.domElement );

( function anim () {

// snip
const delta = clock.getDelta();
const hasControlsUpdated = cameraControls.update( delta );

requestAnimationFrame( anim );

// you can skip this condition to render though
if ( hasControlsUpdated ) {

renderer.render( scene, camera );

}

} )();
```

### Important!

You *must install* three.js before using camera-controls. Not doing so will lead to runtime errors (undefined references to THREE).

**Before creating a new CameraControls instance, call**:
```javascript
CameraControls.install( { THREE: THREE } );
```

You can then proceed to use CameraControls.

Note: If you do not wish to use the entire three.js to reduce file size(tree-shaking for example), make a subset to install.

```js
import {
Vector2,
Vector3,
Vector4,
Quaternion,
Matrix4,
Spherical,
Box3,
Sphere,
Raycaster,
} from 'three';

const subsetOfTHREE = {
Vector2 : Vector2,
Vector3 : Vector3,
Vector4 : Vector4,
Quaternion: Quaternion,
Matrix4 : Matrix4,
Spherical : Spherical,
Box3 : Box3,
Sphere : Sphere,
Raycaster : Raycaster,
};

CameraControls.install( { THREE: subsetOfTHREE } );
```

## Constructor

`CameraControls( camera, domElement )`

- `camera` is a `THREE.PerspectiveCamera` or `THREE.OrthographicCamera` to be controlled.
- `domElement` is a `HTMLElement` for draggable area. (optional. if domElement is omitted here, can be connect later with `.connect()`)

## Terms

### Orbit rotations

CameraControls uses Spherical Coordinates for orbit rotations.

If your camera is Y-up, the Azimuthal angle will be the angle for y-axis rotation and the Polar angle will be the angle for vertical position.

![](https://raw.githubusercontent.com/yomotsu/camera-controls/dev/examples/fig1.svg)

### Dolly vs Zoom

- A Zoom involves changing the lens focal length. In three.js, zooming is actually changing the camera FOV, and the camera is stationary (doesn't move).
- A Dolly involves physically moving the camera to change the composition of the image in the frame.

See [the demo](https://github.com/yomotsu/camera-movement-comparison#dolly-vs-zoom)

## Properties

| Name | Type | Default | Description |
| ------------------------- | --------- | ----------- | ----------- |
| `.camera` | `THREE.Perspective \| THREE.Orthographic` | N/A | The camera to be controlled |
| `.enabled` | `boolean` | `true` | Whether or not the controls are enabled. |
| `.active` | `boolean` | `false` | Returns `true` if the controls are active updating. |
| `.currentAction` | `ACTION` | N/A | Getter for the current `ACTION`. |
| `.distance` | `number` | N/A | Current distance. |
| `.minDistance` | `number` | `Number.EPSILON` | Minimum distance for dolly. The value must be higher than `0` |
| `.maxDistance` | `number` | `Infinity` | Maximum distance for dolly. |
| `.minZoom` | `number` | `0.01` | Minimum camera zoom. |
| `.maxZoom` | `number` | `Infinity` | Maximum camera zoom. |
| `.polarAngle` | `number` | N/A | Current polarAngle in radians. |
| `.minPolarAngle` | `number` | `0` | In radians. |
| `.maxPolarAngle` | `number` | `Math.PI` | In radians. |
| `.azimuthAngle` | `number` | N/A | current azimuthAngle in radians ¹. |
| `.minAzimuthAngle` | `number` | `-Infinity` | In radians. |
| `.maxAzimuthAngle` | `number` | `Infinity` | In radians. |
| `.boundaryFriction` | `number` | `0.0` | Friction ratio of the boundary. |
| `.boundaryEnclosesCamera` | `boolean` | `false` | Whether camera position should be enclosed in the boundary or not. |
| `.smoothTime` | `number` | `0.25` | Approximate time in seconds to reach the target. A smaller value will reach the target faster. |
| `.draggingSmoothTime` | `number` | `0.125` | The smoothTime while dragging. |
| `.azimuthRotateSpeed` | `number` | `1.0` | Speed of azimuth rotation. |
| `.polarRotateSpeed` | `number` | `1.0` | Speed of polar rotation. |
| `.dollySpeed` | `number` | `1.0` | Speed of mouse-wheel dollying. |
| `.truckSpeed` | `number` | `2.0` | Speed of drag for truck and pedestal. |
| `.verticalDragToForward` | `boolean` | `false` | The same as `.screenSpacePanning` in three.js's OrbitControls. |
| `.dollyToCursor` | `boolean` | `false` | `true` to enable Dolly-in to the mouse cursor coords. |
| `.dollyDragInverted` | `boolean` | `false` | `true` to invert direction when dollying or zooming via drag. |
| `.interactiveArea` | `DOMRect` | N/A | Set drag-start, touches and wheel enable area in the domElement. each values are between `0` and `1` inclusive, where `0` is left/top and `1` is right/bottom of the screen. |
| `.colliderMeshes` | `array` | `[]` | An array of Meshes to collide with camera ². |
| `.infinityDolly` | `boolean` | `false` | `true` to enable Infinity Dolly for wheel and pinch. Use this with `minDistance` and `maxDistance` ³. |
| `.restThreshold` | `number` | `0.0025` | Controls how soon the `rest` event fires as the camera slows |

1. Every 360 degrees turn is added to `.azimuthAngle` value, which is accumulative.
`360º = 360 * THREE.MathUtils.DEG2RAD = Math.PI * 2`, `720º = Math.PI * 4`.
**Tip**: [How to normalize accumulated azimuthAngle?](#tips)
2. Be aware colliderMeshes may decrease performance. The collision test uses 4 raycasters from the camera since the near plane has 4 corners.
3. If the Dolly distance is less (or over) than the `minDistance` (or `maxDistance`), `infinityDolly` will keep the distance and pushes the target position instead.

## Events

CameraControls instance emits the following events.
To subscribe, use `cameraControl.addEventListener( 'eventname', function )`.
To unsubscribe, use `cameraControl.removeEventListener( 'eventname', function )`.

| Event name | Timing |
| ------------------- | ------ |
| `'controlstart'` | When the user starts to control the camera via mouse / touches. ¹ |
| `'control'` | When the user controls the camera (dragging). |
| `'controlend'` | When the user ends to control the camera. ¹ |
| `'transitionstart'` | When any kind of transition starts, either user control or using a method with `enableTransition = true` |
| `'update'` | When the camera position is updated. |
| `'wake'` | When the camera starts moving. |
| `'rest'` | When the camera movement is below `.restThreshold` ². |
| `'sleep'` | When the camera end moving. |

1. `mouseButtons.wheel` (Mouse wheel control) does not emit `'controlstart'` and `'controlend'`. `mouseButtons.wheel` uses scroll-event internally, and scroll-event happens intermittently. That means "start" and "end" cannot be detected.
2. Due to damping, `sleep` will usually fire a few seconds after the camera _appears_ to have stopped moving. If you want to do something (e.g. enable UI, perform another transition) at the point when the camera has stopped, you probably want the `rest` event. This can be fine tuned using the `.restThreshold` parameter. See the [Rest and Sleep Example](https://yomotsu.github.io/camera-controls/examples/rest-and-sleep.html).

## User input config

Working example: [user input config](https://yomotsu.github.io/camera-controls/examples/config.html)

| button to assign | behavior |
| --------------------- | -------- |
| `mouseButtons.left` | `CameraControls.ACTION.ROTATE`* \| `CameraControls.ACTION.TRUCK` \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY` \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |
| `mouseButtons.right` | `CameraControls.ACTION.ROTATE` \| `CameraControls.ACTION.TRUCK`* \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY` \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |
| `mouseButtons.wheel` ¹ | `CameraControls.ACTION.ROTATE` \| `CameraControls.ACTION.TRUCK` \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY` \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |
| `mouseButtons.middle` ² | `CameraControls.ACTION.ROTATE` \| `CameraControls.ACTION.TRUCK` \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY`* \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |

1. Mouse wheel event for scroll "up/down" on mac "up/down/left/right"
2. Mouse click on wheel event "button"

- \* is the default.
- The default of `mouseButtons.wheel` is:
- `DOLLY` for Perspective camera.
- `ZOOM` for Orthographic camera, and can't set `DOLLY`.

| fingers to assign | behavior |
| --------------------- | -------- |
| `touches.one` | `CameraControls.ACTION.TOUCH_ROTATE`* \| `CameraControls.ACTION.TOUCH_TRUCK` \| `CameraControls.ACTION.TOUCH_OFFSET` \| `CameraControls.ACTION.DOLLY` | `CameraControls.ACTION.ZOOM` | `CameraControls.ACTION.NONE` |
| `touches.two` | `ACTION.TOUCH_DOLLY_TRUCK` \| `ACTION.TOUCH_DOLLY_OFFSET` \| `ACTION.TOUCH_DOLLY_ROTATE` \| `ACTION.TOUCH_ZOOM_TRUCK` \| `ACTION.TOUCH_ZOOM_OFFSET` \| `ACTION.TOUCH_ZOOM_ROTATE` \| `ACTION.TOUCH_DOLLY` \| `ACTION.TOUCH_ZOOM` \| `CameraControls.ACTION.TOUCH_ROTATE` \| `CameraControls.ACTION.TOUCH_TRUCK` \| `CameraControls.ACTION.TOUCH_OFFSET` \| `CameraControls.ACTION.NONE` |
| `touches.three` | `ACTION.TOUCH_DOLLY_TRUCK` \| `ACTION.TOUCH_DOLLY_OFFSET` \| `ACTION.TOUCH_DOLLY_ROTATE` \| `ACTION.TOUCH_ZOOM_TRUCK` \| `ACTION.TOUCH_ZOOM_OFFSET` \| `ACTION.TOUCH_ZOOM_ROTATE` \| `CameraControls.ACTION.TOUCH_ROTATE` \| `CameraControls.ACTION.TOUCH_TRUCK` \| `CameraControls.ACTION.TOUCH_OFFSET` \| `CameraControls.ACTION.NONE` |

- \* is the default.
- The default of `touches.two` and `touches.three` is:
- `TOUCH_DOLLY_TRUCK` for Perspective camera.
- `TOUCH_ZOOM_TRUCK` for Orthographic camera, and can't set `TOUCH_DOLLY_TRUCK` and `TOUCH_DOLLY`.

## Methods

#### `rotate( azimuthAngle, polarAngle, enableTransition )`

Rotate azimuthal angle(horizontal) and polar angle(vertical).
Every value is added to the current value.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `azimuthAngle` | `number` | Azimuth rotate angle. In radian. |
| `polarAngle` | `number` | Polar rotate angle. In radian. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

If you want to rotate only one axis, put a angle for the axis to rotate, and `0` for another.
``` js
rotate( 20 * THREE.MathUtils.DEG2RAD, 0, true );
```

---

#### `rotateAzimuthTo( azimuthAngle, enableTransition )`

Rotate azimuthal angle(horizontal) to the given angle and keep the same polar angle(vertical) target.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `azimuthAngle` | `number` | Azimuth rotate angle. In radian. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `rotatePolarTo( polarAngle, enableTransition )`

Rotate polar angle(vertical) to the given angle and keep the same azimuthal angle(horizontal) target.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `polarAngle` | `number` | Polar rotate angle. In radian. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `rotateTo( azimuthAngle, polarAngle, enableTransition )`

Rotate azimuthal angle(horizontal) and polar angle(vertical) to the given angle.
Camera view will rotate over the orbit pivot absolutely:

Azimuth angle
```

\
90º -----+----- -90º
\
180º
```
0º front, 90º (`Math.PI / 2`) left, -90º (`- Math.PI / 2`) right, 180º (`Math.PI`) back

-----

Polar angle
```
180º
|
90º
|

```

180º (`Math.PI`) top/sky, 90º (`Math.PI / 2`) horizontal from view, 0º bottom/floor

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `azimuthAngle` | `number` | Azimuth rotate angle to. In radian. |
| `polarAngle` | `number` | Polar rotate angle to. In radian. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `dolly( distance, enableTransition )`

Dolly in/out camera position.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `distance` | `number` | Distance of dollyIn |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `dollyTo( distance, enableTransition )`

Dolly in/out camera position to given distance.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `distance` | `number` | Distance of dollyIn |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `dollyInFixed( distance, enableTransition )`

Dolly in, but does not change the distance between the target and the camera, and moves the target position instead.
Specify a negative value for dolly out.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `distance` | `number` | Distance of dollyIn |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `zoom( zoomStep, enableTransition )`

Zoom in/out camera. The value is added to camera zoom.
Limits set with `.minZoom` and `.maxZoom`

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `zoomStep` | `number` | zoom scale |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

You can also make zoomIn function using `camera.zoom` property.
e.g.
``` js
const zoomIn = () => cameraControls.zoom( camera.zoom / 2, true );
const zoomOut = () => cameraControls.zoom( - camera.zoom / 2, true );
```

---

#### `zoomTo( zoom, enableTransition )`

Zoom in/out camera to given scale. The value overwrites camera zoom.
Limits set with `.minZoom` and `.maxZoom`

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `zoom` | `number` | zoom scale |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `truck( x, y, enableTransition )`

Truck and pedestal camera using current azimuthal angle.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `x` | `number` | Horizontal translate amount |
| `y` | `number` | Vertical translate amount |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `lookInDirectionOf( x, y, z, enableTransition )`

Look in the given point direction.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `x` | `number` | point x |
| `y` | `number` | point y |
| `z` | `number` | point z |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

#### `setFocalOffset( x, y, z, enableTransition )`

Set focal offset using the screen parallel coordinates.
`z` doesn't affect in Orthographic as with Dolly.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `x` | `number` | Horizontal offset amount |
| `y` | `number` | Vertical offset amount |
| `z` | `number` | Depth offset amount. The result is the same as Dolly but unaffected by `minDistance` and `maxDistance` |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `setOrbitPoint( targetX, targetY, targetZ )`

Set orbit point without moving the camera.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `targetX` | `number` | Orbit center position x |
| `targetY` | `number` | Orbit center position y |
| `targetZ` | `number` | Orbit center position z |

---

#### `forward( distance, enableTransition )`

Move forward / backward.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `distance` | `number` | Amount to move forward / backward. Negative value to move backward |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `moveTo( x, y, z, enableTransition )`

Move `target` position to given point.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `x` | `number` | x coord to move center position |
| `y` | `number` | y coord to move center position |
| `z` | `number` | z coord to move center position |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `elevate( height, enableTransition )`

Move up / down.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `height` | `number` | Amount to move up / down. Negative value to move down |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `fitToBox( box3OrMesh, enableTransition, { paddingTop, paddingLeft, paddingBottom, paddingRight } )`

Fit the viewport to the box or the bounding box of the object, using the nearest axis. paddings are in unit.
set `cover: true` to fill enter screen.

| Name | Type | Description |
| ----------------------- | ---------------------------- | ----------- |
| `box3OrMesh` | `THREE.Box3` \| `THREE.Mesh` | Axis aligned bounding box to fit the view. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |
| `options` | `object` | Options |
| `options.cover` | `boolean` | Whether fill enter screen or not. Default is `false` |
| `options.paddingTop` | `number` | Padding top. Default is `0` |
| `options.paddingRight` | `number` | Padding right. Default is `0` |
| `options.paddingBottom` | `number` | Padding bottom. Default is `0` |
| `options.paddingLeft` | `number` | Padding left. Default is `0` |

---

#### `fitToSphere( sphereOrMesh, enableTransition )`

Fit the viewport to the sphere or the bounding sphere of the object.

| Name | Type | Description |
| ------------------ | ------------------------------ | ----------- |
| `sphereOrMesh` | `THREE.Sphere` \| `THREE.Mesh` | bounding sphere to fit the view. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `setLookAt( positionX, positionY, positionZ, targetX, targetY, targetZ, enableTransition )`

Look at the `target` from the `position`.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `positionX` | `number` | Camera position x. |
| `positionY` | `number` | Camera position y. |
| `positionZ` | `number` | Camera position z. |
| `targetX` | `number` | Orbit center position x. |
| `targetY` | `number` | Orbit center position y. |
| `targetZ` | `number` | Orbit center position z. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `lerpLookAt( positionAX, positionAY, positionAZ, targetAX, targetAY, targetAZ, positionBX, positionBY, positionBZ, targetBX, targetBY, targetBZ, t, enableTransition )`

Similar to `setLookAt`, but it interpolates between two states.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `positionAX` | `number` | The starting position x of look at from. |
| `positionAY` | `number` | The starting position y of look at from. |
| `positionAZ` | `number` | The starting position z of look at from. |
| `targetAX` | `number` | The starting position x of look at. |
| `targetAY` | `number` | The starting position y of look at. |
| `targetAZ` | `number` | The starting position z of look at. |
| `positionBX` | `number` | Look at from position x to interpolate towards. |
| `positionBY` | `number` | Look at from position y to interpolate towards. |
| `positionBZ` | `number` | Look at from position z to interpolate towards. |
| `targetBX` | `number` | look at position x to interpolate towards. |
| `targetBY` | `number` | look at position y to interpolate towards. |
| `targetBZ` | `number` | look at position z to interpolate towards. |
| `t` | `number` | Interpolation factor in the closed interval. The value must be a number between `0` to `1` inclusive, where `1` is 100% |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `setPosition( positionX, positionY, positionZ, enableTransition )`

Set angle and distance by given position.
An alias of `setLookAt()`, without target change. Thus keep gazing at the current target

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `positionX` | `number` | Position x of look at from. |
| `positionY` | `number` | Position y of look at from. |
| `positionZ` | `number` | Position z of look at from. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `setTarget( targetX, targetY, targetZ, enableTransition )`

Set the target position where gaze at.
An alias of `setLookAt()`, without position change. Thus keep the same position.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `targetX` | `number` | Position x of look at. |
| `targetY` | `number` | Position y of look at. |
| `targetZ` | `number` | Position z of look at. |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `setBoundary( box3? )`

Set the boundary box that encloses the target of the camera. `box3` is in `THREE.Box3`

| Name | Type | Description |
| ------ | ------------- | ----------- |
| `box3` | `THREE.Box3?` | Boundary area. No argument to remove the boundary. |

---

#### `setViewport( vector4? )`

Set (or unset) the current viewport.
Set this when you want to use renderer viewport and [`.dollyToCursor`](#properties) feature at the same time.

See: [THREE.WebGLRenderer.setViewport()](https://threejs.org/docs/#api/en/renderers/WebGLRenderer.setViewport)

| Name | Type | Description |
| --------- | ---------------- | ----------- |
| `vector4` | `THREE.Vector4?` | Vector4 that represents the viewport, or `undefined` for unsetting this. |

#### `setViewport( x, y, width, height )`

Same as [`setViewport( vector4 )`](#setviewport-vector4-|-null-), but you can give it four numbers that represents a viewport instead:

| Name | Type | Description |
| -------- | -------- | ----------- |
| `x` | `number` | Leftmost of the viewport. |
| `y` | `number` | Bottommost of the viewport. |
| `width` | `number` | Width of the viewport. |
| `height` | `number` | Height of the viewport. |

---

#### `getTarget( out, receiveEndValue )`

Returns the orbit center position, where the camera looking at.

| Name | Type | Description |
| ----------------- | --------------- | ----------- |
| `out` | `THREE.Vector3` | The receiving Vector3 instance to copy the result |
| `receiveEndValue` | `boolean` | Whether receive the transition end coords or current. default is `true` |

---

#### `getPosition( out, receiveEndValue )`

Returns the camera position.

| Name | Type | Description |
| ----------------- | --------------- | ----------- |
| `out` | `THREE.Vector3` | The receiving Vector3 instance to copy the result |
| `receiveEndValue` | `boolean` | Whether receive the transition end coords or current. default is `true` |

---

#### `getSpherical( out, receiveEndValue )`

Returns the spherical coordinates of the orbit.

| Name | Type | Description |
| ----------------- | --------------- | ----------- |
| `out` | `THREE.Spherical` | The receiving Spherical instance to copy the result |
| `receiveEndValue` | `boolean` | Whether receive the transition end coords or current. default is `true` |

---

#### `getFocalOffset( out, receiveEndValue )`

Returns the focal offset, which is how much the camera appears to be translated in screen parallel coordinates.

| Name | Type | Description |
| ----------------- | --------------- | ----------- |
| `out` | `THREE.Vector3` | The receiving Vector3 instance to copy the result |
| `receiveEndValue` | `boolean` | Whether receive the transition end coords or current. default is `true` |

---

#### `stop()`

stop all transitions.

---

#### `saveState()`

Set current camera position as the default position

---

#### `normalizeRotations()`

Normalize camera azimuth angle rotation between 0 and 360 degrees.

#### `reset( enableTransition )`

Reset all rotation and position to default.

| Name | Type | Description |
| ------------------ | --------- | ----------- |
| `enableTransition` | `boolean` | Whether to move smoothly or immediately |

---

#### `update( delta ): boolean`

Update camera position and directions. This should be called in your tick loop and returns `true` if re-rendering is needed.

| Name | Type | Description |
| ------- | -------- | ----------- |
| `delta` | `number` | Delta time between previous update call |

---

#### `updateCameraUp()`

When you change camera-up vector, run `.updateCameraUp()` to sync.

---

#### `applyCameraUp()`

Apply current camera-up direction to the camera.
The orbit system will be re-initialized with the current position.

---

#### `connect()`

Attach all internal event handlers to enable drag control.

---

#### `disconnect()`

Detach all internal event handlers to disable drag control.

---

#### `dispose()`

Dispose the cameraControls instance itself, remove all eventListeners.

---

#### `addEventListener( type: string, listener: function )`

Adds the specified event listener.

---

#### `removeEventListener( type: string, listener: function )`

Removes the specified event listener.

---

#### `removeAllEventListeners( type: string )`

Removes all listeners for the specified type.

---

#### `toJSON()`

Get all state in JSON string

---

#### `fromJSON( json, enableTransition )`

Reproduce the control state with JSON. `enableTransition` is where anim or not in a boolean.

---

## Tips

### Normalize accumulated azimuth angle:
If you need a normalized accumulated azimuth angle (between 0 and 360 deg), compute with [THREE.MathUtils.euclideanModulo](https://threejs.org/docs/#api/en/math/MathUtils)
e.g.:
``` js
const TAU = Math.PI * 2;

function normalizeAngle( angle ) {

return THREE.MathUtils.euclideanModulo( angle, TAU );

}

const normalizedAzimuthAngle = normalizeAngle( cameraControls.azimuthAngle );
```

---
### Find the absolute angle to shortest azimuth rotatation:
You may rotate 380deg but actually, you expect to rotate -20deg.
To get the absolute angle, use the below:

```js
const TAU = Math.PI * 2;

function absoluteAngle( targetAngle, sourceAngle ){

const angle = targetAngle - sourceAngle
return THREE.MathUtils.euclideanModulo( angle + Math.PI, TAU ) - Math.PI;

}

console.log( absoluteAngle( 380 * THREE.MathUtils.DEG2RAD, 0 ) * THREE.MathUtils.RAD2DEG ); // -20deg
console.log( absoluteAngle( -1000 * THREE.MathUtils.DEG2RAD, 0 ) * THREE.MathUtils.RAD2DEG ); // 80deg
```

---
### Creating Complex Transitions

All methods that take the `enableTransition` parameter return a `Promise` can be used to create complex animations, for example:

``` js
async function complexTransition() {
await cameraControls.rotateTo( Math.PI / 2, Math.PI / 4, true );
await cameraControls.dollyTo( 3, true );
await cameraControls.fitToSphere( mesh, true );
}
```

This will rotate the camera, then dolly, and finally fit to the bounding sphere of the `mesh`.

The speed and timing of transitions can be tuned using `.restThreshold` and `.smoothTime`.

If `enableTransition` is `false`, the promise will resolve immediately:

``` js
// will resolve immediately
await cameraControls.dollyTo( 3, false );
```

---

## V2 Migration Guide

camera-controls used to use simple damping for its smooth transition. camera-controls v2 now uses [SmoothDamp](https://docs.unity3d.com/ScriptReference/Mathf.SmoothDamp.html).
one of the benefits of using SmoothDamp is, SmoothDamp transition can be controlled with smoothTime which is approximately the time it will take to reach the end position.
Also, the Maximum speed of the transition can be set with `max speed`.

Due to the change, the following are needed.
(if you haven't changed `dampingFactor` and `draggingDampingFactor` in v1.x, nothing is needed)

deprecated
- `dampingFactor` (use smoothTime instead)
- `draggingDampingFactor` (use draggingSmoothTime instead)

added
- `smoothTime`
- `draggingSmoothTime`
- `maxSpeed`

...That's it!

## Contributors

This project exists thanks to all the people who contribute.

![](https://contributors-img.web.app/image?repo=yomotsu/camera-controls)

## Release

Pre-requisites:
1. a npm registry up and running with a [`NPM_TOKEN`](https://docs.npmjs.com/creating-and-viewing-access-tokens)
```sh
$ export NPM_TOKEN=npm_XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
```
2. a Github [PAT](https://github.com/semantic-release/github#github-authentication)
```sh
$ export GITHUB_TOKEN=github_pat_XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
```

```sh
$ npm run release -- --dry-run
```