The rotation of camera is using Euler angle, which uses local coordination. It is good but confusing end users who don’t have any knowledge about 3D graphics.

So, I want to change the angle x, y, and z based on the world coordination. I think I can calculate it using camera position and target. However, I just want to know if there is a property or method that does the same calculation.

I have been wrestling with the same kind of thing since the camera Euler angles computed by things like LookAt can be very strange.

If you want full control, the best approach is to make your own camera rotator (making sure that the order of rotation is YXZ). This gives you complete control over the camera and you can decide where to look by inputting understandable values for Latitude (x), Longitude (y) and Rotation (z) aka Pitch, Yaw and Bank. If you want to circle around specific locations or objects, you can easily link the camera to those locations or objects and do so using your own angles.

Or, if you use OrbitControls, I was recently remined that you can get the polar (vertical) and azimuth (horizontal) angles from the program. (If you want to dig into things like world coordinates, you might research into how OrbitControls computes those angles. That might be insightful.)