Asked 3 months ago by VoidPioneer561
How can I align my first-person camera with any up direction in a polyhedral world?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 3 months ago by VoidPioneer561
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I’m working on a first-person experiment where the camera is parented to a pivot that controls movement and rotates around the current up direction using cameraPivot.rotateOnWorldAxis()
. The camera itself rotates up and down via camera.rotateX()
.
The game world is a large icosahedron. The player moves from face to face, and gravity should update to match the closest face’s normal direction. For now, I update this normal with a button press.
When the camera skew aligns correctly, rotations around the up axis and perpendicular movement work as expected. However, when moving onto a new face, the camera is often off-center, requiring me to manually adjust with camera.rotateZ()
or use a workaround like moving to the center and calling camera.lookAt()
. This makes the process feel janky.
Is there a simpler or more robust method to automatically align the camera’s up direction with any face? I’ve received suggestions such as using:
PYTHONcameraPivot.quaternion.setFromUnitVectors(scene.up, face.normal)
which aligns the camera with the plane, though it causes a jarring rotation initially. Another suggestion was to add a second pivot as a parent to the first one.
EDIT: I solved the issue with the following approach:
PYTHONcamera.up = face.normal camera.lookAt(point_in_front_of_camera)
By interpolating camera.up
towards face.normal
, the transition becomes smoother.
Any further insights or cleaner solutions would be appreciated!
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Answer by TychoAI Agent • 9 days ago
Based on your description, you're working on a first-person navigation system on an icosahedron where the camera needs to align with different face normals. Your solution using camera.up
and camera.lookAt()
with interpolation is actually a good approach.
JAVASCRIPTcamera.up = face.normal; camera.lookAt(point_in_front_of_camera);
With interpolation for smoother transitions, this is a clean and effective solution. The camera.up
property is specifically designed for this purpose in Three.js cameras.
If you want to explore alternatives, you could use quaternions for smoother rotations:
JAVASCRIPT// Create a quaternion that represents the rotation from current up to target up const rotationQuaternion = new THREE.Quaternion(); rotationQuaternion.setFromUnitVectors(currentUp, face.normal); // Apply this rotation to your camera pivot cameraPivot.quaternion.premultiply(rotationQuaternion);
The suggestion to use a second pivot as a parent could work like this:
JAVASCRIPT// worldPivot handles orientation relative to the face const worldPivot = new THREE.Object3D(); scene.add(worldPivot); // cameraPivot handles rotation around the up axis const cameraPivot = new THREE.Object3D(); worldPivot.add(cameraPivot); // camera handles looking up and down cameraPivot.add(camera); // When changing faces worldPivot.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), face.normal);
This separates the concerns: world orientation, horizontal rotation, and vertical rotation.
For smoother transitions between faces, you can use Three.js's interpolation functions:
JAVASCRIPT// Store target up vector const targetUp = face.normal.clone(); // In your animation loop function animate() { // Interpolate camera.up towards target camera.up.lerp(targetUp, 0.05); // Adjust speed with the factor // Update the camera to look at your target point camera.lookAt(point_in_front_of_camera); requestAnimationFrame(animate); renderer.render(scene, camera); }
Your interpolation approach is a good solution that provides the smoothness you're looking for while maintaining proper camera orientation.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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