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.
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:
@tweenjs/tween.js): A lightweight and flexible tweening engine.Both libraries allow you to animate properties of any JavaScript object, including the position and rotation properties of a Three.js Camera object.
When performing camera transitions, you'll primarily be animating:
camera.position: This THREE.Vector3 property defines the camera's location in 3D space. Animating its x, y, and z components will move the camera.camera.lookAt(targetVector): This method points the camera towards a specific THREE.Vector3 target. To smoothly transition the camera's view, you'll often need to animate the targetVector and call camera.lookAt() in each frame of the animation.camera.fov (Field of View): For zoom-in or zoom-out effects, you can animate the fov property of a PerspectiveCamera and then call camera.updateProjectionMatrix() to apply the change.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);
});