Camera transitions

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Camera Transitions in Three.js

Smooth camera transitions are essential for creating a polished and engaging user experience in 3D applications. Instead of abruptly jumping between views, animating the camera's position and orientation provides a more natural and immersive feel. Since Three.js itself doesn't provide built-in tweening (interpolation) for these animations, external libraries are commonly used.

Recommended Approach: Using Tweening Libraries

The most effective way to handle camera transitions in Three.js is by using a dedicated JavaScript tweening library. These libraries simplify the process of interpolating values over time, allowing you to define start and end states, duration, and easing functions.

Two popular choices are:

Both libraries allow you to animate properties of any JavaScript object, including the position and rotation properties of a Three.js Camera object.

Key Camera Properties for Transitions

When performing camera transitions, you'll primarily be animating:

Example: Camera Position Transition with Tween.js (Conceptual)

This example demonstrates a conceptual approach to animating a camera's position using Tween.js. Note that this requires a Three.js setup and the Tween.js library to be included in your project.

import * as THREE from 'three';
import * as TWEEN from '@tweenjs/tween.js';

// Assume scene, camera, renderer are already set up
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// Add a simple cube to the scene
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// Initial camera position
camera.position.set(0, 0, 5);

// Define a target camera position
const targetPosition = new THREE.Vector3(5, 5, 10);

// Create a new tween for the camera's position
const positionTween = new TWEEN.Tween(camera.position)
    .to(targetPosition, 2000) // Animate to targetPosition over 2000ms
    .easing(TWEEN.Easing.Quadratic.InOut) // Use an easing function for smooth animation
    .onUpdate(() => {
        // This function is called on every frame of the tween
        // The camera.position is automatically updated by TWEEN
    })
    .onComplete(() => {
        console.log('Camera transition complete!');
    });

// Start the tween (e.g., after a delay or user interaction)
// positionTween.start();

// Animation loop
function animate() {
    requestAnimationFrame(animate);

    TWEEN.update(); // Update all active tweens

    renderer.render(scene, camera);
}
animate();

// Example of how to trigger the transition (e.g., on a click)
// document.addEventListener('click', () => {
//     positionTween.start();
// });

window.addEventListener('resize', () => {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
});