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javascriptthree.jscameraquaternions

How do I slerp back and forth between quaternions for camera object in three.js?


I don't understand why my camera doesn't slerp back. When I refresh the page, it slerps once. Then after that, it doesn't do anything if I move my mousewheel. I expect it to slerp back forward (as I scroll up and down) between the x quaternions.

export default class Experience {
    constructor(options = {}) {
    //...
        this.camera = new Camera();
        this.renderer = new Renderer(this.canvas);
        this.scrollTargetPosition = new THREE.Quaternion();
        this.scrollTargetPosition.setFromAxisAngle(new THREE.Vector3(0, 0, 1),0);


        this.onMouseScroll();
        this.animate();
    }

    onMouseScroll() {
        window.addEventListener("wheel", (event) => {
            if (event.wheelDelta > 0) {
                this.scrollTargetPosition.x = 0;
            } else {
                this.scrollTargetPosition.x = Math.PI / 2;
            }
        console.log("Target: " + this.scrollTargetPosition.x); //Pictures below
        console.log("Camera: " + this.camera.quaternion.x);
        });
    }

    animate() {
        this.camera.quaternion.slerp(this.scrollTargetPosition, 0.9);
        requestAnimationFrame(this.animate.bind(this));
        this.renderer.render(this.scene, this.camera);

    }
}

Here's what the console.log's look like if I scroll up a bunch of times: enter image description here

and if I scroll down:

enter image description here


Solution

  • The main problem is that you're treating a Quaternion as if it were Euler angles, and they are hugely different.

    Quaternion.x is not the x-axis rotation in radians. Quaternions are made up of a 4-dimensional combination of imaginary and real numbers, so its x, y, z, w properties are better left alone. Instead, use the utility methods that performs the task you need. The method below sets the x-axis rotation to 0 or 90 degrees:

    onMouseScroll() {
        let xAxis = new THREE.Vector3(1, 0, 0);
    
        window.addEventListener("wheel", (event) => {
            if (event.wheelDelta > 0) {
                this.scrollTargetPosition.setFromAxisAngle(xAxis, 0);
            } else {
                this.scrollTargetPosition.setFromAxisAngle(xAxis, Math.PI / 2);
            }
        });
    }
    
    

    After that, you should be able to perform your spherical interpolation as expected, however I recommend you replace the 0.9 with a smaller number like 0.1, otherwise it'll pop into place too quickly:

    this.camera.quaternion.slerp(this.scrollTargetPosition, 0.9);