I've just started with Three.js. Like really just now.
After playing with it for an hour or so and building a tool that helps me understand how the different elements work together (Camera, Light, Objects), I found something strange.
The tool: http://hotblocks.nl/tests/three/cubes.html
This is the current default set up:
- the Camera is positioned 210 upwards and
- 500 backwards and
- 246 to the right
- the Camera is rotated slightly to the left
- the light is directly above and shines in all directions
As you can see, the objects are at the very bottom of the viewport. So I want to turn the Camera downward, so I can see more of them.
Try that: turn camera.rotation.x
down.
That works, but the angle of rotation is wrong! Instead of the Camera rotating, it's the World rotating around its Z axis.
That's not right, is it?
The Y axis is also wrong. It rotates the World around its Y axis.
Rotating the Camera around its Z axis, works perfectly: the Camera rotates, not the World.
Am I doing it wrong? Or understanding it wrong?
PS Since the Camera rotation is only around its Y axis, the objects' vertical edges should be vertical in the result as well. In the default set up, they are. Rotating the camera around its X axis, shouldn't change that, but it does. Only rotating around its Z axis should change that (and it does). Am I wrong?
PPS I know about Camera.lookAt( THREE.Vector3 target )
, but that changes the rotation of the camera, including its Z axis, and that shouldn't be necessary, logically.