How to use controls in three js-orbit, trackball, fly

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by gayathrimohan dot icon Updated: Jan 6, 2024

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Three.js controls are essential components in creating interactive 3D graphics. It enables users to navigate and interact with 3D scenes. 

The three main types of controls are: 

1. OrbitControls: 

  • It allows users to orbit around a target point, zoom in and out, and pan within the 3D scene. 
  • Mimics the behavior of navigating a virtual camera around an object. 

2. TrackballControl: 

  • Offers similar functionality to OrbitControls. But it provides a more level of freedom. It allows users to rotate the camera. 
  • Useful for more advanced and flexible camera movements. 

3. FlyControls: 

  • It enables a first-person perspective. Users can explore a 3D environment as if they are flying through it. 
  • Well-suited for immersive experiences and games. 

To add controls to a Three.js project, follow these steps: 

  • Import Three.js Library: Include the Three.js library in your HTML file. You can download it or use a CDN link. 
  • Choose a control library, such as OrbitControls.js, for basic orbit controls. Import it after Three.js. 
  • Set Up Scene: Create a basic Three.js scene with a camera, renderer, and a simple geometry (e.g., a cube). 
  • Add Controls: Instantiate the controls and associate them with your camera. 
  • Animate the Scene: Create an animation loop to update the controls and render the scene. 
  • Responsive Design: Adjust the size of the renderer when you resize the window. 

It is important to understand the camera and scene setup when working with three.js controls. 

  • Understanding the camera and scene setup in Three.js is crucial. It is key for effective 3D graphics development. 
  • The camera defines the perspective. This shapes how the user perceives and interacts with the scene. The Proper configuration ensures accurate rendering and user experience. 
  • Additionally, scene setup involves defining objects, lights, and their positions. This impacts the visual composition and realism. 
  • Mastering these aspects enhances control implementation. It allows developers to create immersive and appealing 3D environments with Three.js. 

Some suggestions for creating a smooth experience with three JS controls: 

  • Gradual Transitions: Install smooth transitions between camera positions using Tween.js. Gradual movements can enhance the user experience. It avoids sudden jumps or jerky motions. 
  • Responsive Design: Ensure your controls work across various devices and screen sizes. Responsive design contributes to experience. It allows us to interact with your Three.js application on both desktop and mobile devices. 
  • Intuitive Instructions: It provides clear and concise instructions. These instructions are how to navigate the 3D environment. Use tooltips to guide users through the controls. This makes it easy for them to understand how to interact with the scene. 
  • Customizable Controls: It allows users to customize control settings. Those are such as sensitivity and speed. This empowers users to tailor the experience to their liking, improving satisfaction. 
  • Fallback Controls: It includes alternative controls for users. Those users have difficulties with the default options. 
  • Smooth Zooming: Install a smooth zooming feature to avoid abrupt changes in the field of view. Use easing functions to create a natural and pleasing zoom experience for users. 
  • Collision Detection: Prevent the camera from passing through objects by incorporating collision detection. 
  • Performance Optimization: Optimize your Three.js application for performance to ensure smooth interactions. 
  • Feedback on Interaction: It provides visual feedback when users interact with objects. 
  • Documentation and Tutorials: It offers comprehensive documentation and tutorials. The purpose of those is to assist users in understanding the controls and features of your Three.js app. A well-documented project facilitates a smoother onboarding process for users. 

In conclusion, this plays a role in crafting immersive and interactive 3D experiences. The OrbitControls provide intuitive navigation. TrackballControls offers versatile camera manipulation, and DeviceOrientationControls enhances engagement on mobile devices. Embracing these controls empowers developers to build captivating virtual worlds. Encouraging further exploration and experimentation with Three.js controls foster creativity. It also contributes to the evolution of dynamic and engaging 3D web environments.

Fig: Preview of the output that you will get on running this code from your IDE.

Code

let camera, controls, scene, renderer;

init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();

function init() {

  scene = new THREE.Scene();
  scene.background = new THREE.Color(0xcccccc);
  scene.fog = new THREE.FogExp2(0xcccccc, 0.002);

  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

  camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.set(400, 200, 0);

  // controls

  controls = new THREE.OrbitControls(camera, renderer.domElement);

  //controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)

  controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
  controls.dampingFactor = 0.05;

  controls.screenSpacePanning = false;

  controls.minDistance = 100;
  controls.maxDistance = 500;

  controls.maxPolarAngle = Math.PI / 2;

  // world

  const geometry = new THREE.SphereGeometry(50, 32, 32);
  const material = new THREE.MeshBasicMaterial({
    color: 0xffff00
  });
  const sphere = new THREE.Mesh(geometry, material);
  scene.add(sphere);




  //

  window.addEventListener('resize', onWindowResize);

}

function onWindowResize() {

  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize(window.innerWidth, window.innerHeight);

}

function animate() {

  requestAnimationFrame(animate);

  controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true

  render();

}

function render() {

  renderer.render(scene, camera);

}
<script src="https://cdn.jsdelivr.net/npm/three@0.122.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.122.0/examples/js/controls/OrbitControls.min.js"></script>
let camera, controls, scene, renderer;

init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();

function init() {

  scene = new THREE.Scene();
  scene.background = new THREE.Color(0xcccccc);
  scene.fog = new THREE.FogExp2(0xcccccc, 0.002);

  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

  camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.set(400, 200, 0);

  // controls

  controls = new THREE.OrbitControls(camera, renderer.domElement);

  //controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)

  controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
  controls.dampingFactor = 0.05;

  controls.screenSpacePanning = false;

  controls.minDistance = 100;
  controls.maxDistance = 500;

  controls.maxPolarAngle = Math.PI / 2;

  // world

  const geometry = new THREE.SphereGeometry(50, 32, 32);
  const material = new THREE.MeshBasicMaterial({
    color: 0xffff00
  });
  const sphere = new THREE.Mesh(geometry, material);
  scene.add(sphere);




  //

  window.addEventListener('resize', onWindowResize);

}

function onWindowResize() {

  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize(window.innerWidth, window.innerHeight);

}

function animate() {

  requestAnimationFrame(animate);

  controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true

  render();

}

function render() {

  renderer.render(scene, camera);

}
    <script src="https://cdn.jsdelivr.net/npm/three@0.122.0/build/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.122.0/examples/js/controls/OrbitControls.min.js"></script>

Instructions

Follow the steps carefully to get the output easily.

  1. Install Visual Studio Code IDE on your computer.
  2. Create a new HTML file.
  3. Copy the code using the 'Copy' button and create an HTML tag then paste the code inside the tag into that HTML file.
  4. Remove No:83 to 164 lines of code.
  5. Remove first seventy Nine lines of code(no:1 to 80) and then create <script>tag.
  6. Create a <script> tag inside the <body> tag then keep the function (no:1 to 80)lines of codes inside the script tag(refer to preview as well).
  7. <script> tag should be added below the <canvas> tag in <body> tag.
  8. Save and run the HTML file directly from the file location to generate the output.


I hope you found this useful.


I found this code snippet by searching for 'How to use controls in three js-orbit, trackball, fly' you can try any such use case!

Environment Tested

I tested this solution in the following versions. Be mindful of changes when working with other versions.

  1. The solution is created and tested in Visual Studio Code 1.85.1.


Using this solution, we are able to use controls in three js-orbit, trackball, fly with simple steps. This process also facilities an easy way to use, hassle-free method to create a hands-on working version of code which would help us to use controls in three js-orbit, trackball, fly.

FAQ

1. What is a CameraControls instance, and how does it work in three js? 

In Three.js, a CameraControls instance is a set of controls. That allows for easy manipulation of a camera within a 3D scene. It provides functionality for user interactions like zooming, panning, and rotating the camera. 


2. How do camera controls affect the navigation and interaction in a three.JS scene? 

Camera controls influence navigation in a Three.js scene. They enable users to explore and view the 3D environment by responding to input. Those are such as mouse movements and translating them into camera movements. 


3. Can I control camera rotation using mouse buttons in three js? 

Yes, you can control camera rotation using mouse buttons at Three.js. Users can use the left mouse button for rotation. The middle mouse button or scroll wheel for zooming, and the right mouse button. Depending on the implementation, we do it. 


4. How is the const camera used in setting up a CameraControls instance? 

The const camera is the camera object that you've defined for your scene. When setting up a CameraControls instance, pass this camera as an argument to the control. This links the controls to that specific camera.  


5. What are event handlers, and how are they used in conjunction with three js controls? 

Event handlers respond to specific events, such as mouse movements or keyboard inputs. When using controls, event handlers are often employed to update the camera. Based on user interactions, people do it. 

For example,  

You might use a mouse move event to update the camera's position when the user drags the mouse.

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