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Description
Describe the bug
I ran into an issue similar to #597, where the recommended approach was to normalise the angles yourself using cameraControls.normalizeRotations().setLookAt(...)
.
This did not solve the issue for me, and looking into the setLookAt
function, sphericalEnd
is set from the position values, and thus no longer normalised. Is this the expected behaviour?
Unfortunately I haven't been able to reproduce this issue in small example. This is part of a bigger application. where you can click around to navigate between a potentially large number of objects. The issue appears to occur when crossing between quadrants in the look direction, where the camera will take close to a full rotation to position itself.
In our case we were able to work around by calling normalizeRotations()
after initiating the animated setLookAt()
, which updates the values before the transitions start. Wanted to confirm if this is an actual issue, or if we're doing something wrong?
To Reproduce
Steps to reproduce the behavior:
- Position the camera looking at an object using
setLookAt
- Run
cameraControls.normalizeRotations().setLookAt(...)
at an adjacent object that takes the camera rotation from the 4th to the 1st quadrant, crossing the look direction axis. - Camera does an almost full rotation to position itself, rather than take the shortest route.
Code
Live example
No response
Expected behavior
setLookAt
takes the shortest rotation from it's current position to the target look direction.
Screenshots or Video
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Device
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OS
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Browser
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