title: Orbit controls; Angle clamping
body: <p>I've been working on a mini project recently for a visuals I want to develop and I'm having issues being able to limit the camera rotation based on the Y axis rotation, and I don't quite know why or how I'm having this issue. </p>
  
  <p>I've looked around and all I can find is people wanting to remove the angle clamp, and they always seem to refer to minAzimuthAngle or maxAzimuthAngle, but I can't seem to get it to do anything.</p>
  
  <pre><code>// controls.minAzimuthAngle = -Math.PI, controls.maxAzimuthAngle = Math.PI
  </code></pre>
  
  <p>I'm just asking here as I can't find much elsewhere to explain my problem. I'm thinking it's just the specifically the way I'm using or rendering the camera but it's hard to find any reference to clamping the angles other than unclamping them.</p>
  
  <pre><code>var renderer, scene, camera;                                                      // scene render var creation
  var orbitalControl = new THREE.OrbitControls(camera, renderer);                   //orbitcontrol setup
  var controls = new THREE.OrbitControls( camera, renderer);                        // camera to renderer
      controls.addEventListener( 'change', render );                                //control listening
  </code></pre>
  
  <pre><code>  scene = new THREE.Scene(), camera;                                              // scene creation
    var W = window.innerWidth, H = window.innerHeight;                              // scene size
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
    camera.position.set(0, 0, 400);                                                 // camera assignment
    camera.up = new THREE.Vector3(0,500,0);
  
    controls = new THREE.OrbitControls(camera);                                     // centeralising the camera
    controls.target = new THREE.Vector3(500, 200, 500);                             // controls
    controls.addEventListener('change', render);                                    // renderer based on controls
  
    scene.add(camera);                                                              // camera to scene
    controls.addEventListener( 'change', render );                                  // control adjustments
    controls.screenSpacePanning = false;
    controls.enableDamping = true, controls.dampingFactor = 0.25;
    controls.enableZoom = false, controls.autoRotate = false;   
  
    controls.minPolarAngle = Math.PI / 2 ; // radians
    controls.maxPolarAngle = Math.PI / 2 // radians
    controls.minAzimuthAngle = -Math.PI * 0.5;
      controls.maxAzimuthAngle = Math.PI * 0.5;
  
    controls.addEventListener("change", () =&gt; {
    if (this.renderer) this.renderer.render(this.scene, camera)});
  </code></pre>
  
  <p>regardless of whatever I change the min or max AzimuthAngle, it doesn't do anything, but it's the only thing I'm referred to from any other posts.</p>
  
  <p>is there something conflicting with the way I'm trying to render this?
  I genuinelly have no clue what the issue is.</p>
  
  <p>Thanks in advance for anyone who responds</p>
  
  <p>github link to the entire project; <a href="https://github.com/Thealonic/GENESIS" rel="nofollow noreferrer">https://github.com/Thealonic/GENESIS</a></p>