# object same rotation of camera three js

## Object Same Rotation of Camera Three.js

When working with Three.js, it is often desirable to have an object in the scene rotate in the same way as the camera. This can be useful for creating effects such as billboards or special visual effects.

### Method 1: LookAt()

The simplest way to achieve this effect is by using the LookAt() method. This method causes an object to point directly at another object or point in space. We can use the camera's position as the target, causing the object to always face the camera.


// Assuming we have a camera and an object called "myObject"
myObject.lookAt(camera.position);


This code will cause myObject to always face the camera. However, it will not rotate with the camera. If you want the object to rotate with the camera, you can use the following code:


// Assuming we have a camera and an object called "myObject"
myObject.rotation.y = -camera.rotation.y;


This code will cause myObject to rotate in the same way as the camera around the y-axis. If you want it to rotate around a different axis, you can modify the code accordingly.

### Method 2: Quaternion

Another way to achieve this effect is by using Quaternions. Quaternions are a mathematical construct that can be used to represent rotations in three-dimensional space. In Three.js, we can use Quaternions to set an object's rotation to be the same as the camera's rotation.


// Assuming we have a camera and an object called "myObject"
myObject.quaternion.copy(camera.quaternion);


This code will cause myObject to have the same rotation as the camera. Because Quaternions use a different coordinate system than Three.js, you may need to adjust the order of the rotations or use a different Quaternion method depending on your specific use case.