How can I restrict the camera movement in Three.js to stay within the canvas boundaries and return to its initial position if it goes out?

Hello everyone,

I am working on a Three.js scene and need to implement functionality to restrict the camera to the canvas boundaries. The idea is that if the user moves the camera and goes outside these limits, I want the camera to automatically return to its initial position.

Here are some details about my implementation:

  • I am using THREE.PerspectiveCamera and THREE.WebGLRenderer.
  • I have set the initial camera position and have camera controls working.
  • I want the limits to be defined based on the dimensions of the canvas, without having to use specific values for movement along the X, Y, and Z axes.
  • I have searched through various tutorials and documentation, but I haven’t found a specific solution for this restriction of limits on camera movement.

Could someone guide me on how to implement this? are there any examples or resources you recomend to better understand how to handle canvas boundaries in Three.js?

Can you elaborate what exactly you mean by this? It doesn’t make a lot of sense to me.

The canvas is basically the camera’s film plane - the camera doesn’t move in relation to the canvas. The only possible answer to your question that I can think of would be “do not allow the camera to move at all”, but I don’t think that’s what you want.

try camera-controls, which is a better orbit controls. it has configurable bounds.