title: Changing Three.js Orbit Controls target when camera moves, not working good
body: <p>I'm making a &quot;&quot;&quot;First Person Controller&quot;&quot;&quot; demo, where basically the camera moves forward in the scene when TOUCH event stay pressed, I use setInterval and addScaledVector for the camera movement.</p>
  <p>I decided to add Orbit Controls just for rotating the camera to look around, no Zoom. Everything works quite good, but the Orbit Controls make a weird rotation to the target, in the target I use camera.position.x + 1, because if I just put camera.position.x with no value simply doesn't work, also I applied to the camera quaternion.</p>
  <pre><code>var vector = new THREE.Vector3();
  var speed = 8;
  var timer;
  var iterations = 0;
  
  controls = new THREE.OrbitControls(camera, renderer.domElement);
  controls.rotateSpeed = 1.0;
  controls.panSpeed = 0.8;
  controls.target.set(camera.position.x + 1, camera.position.y, 
                     camera.position.z);
  
  function process_touchstart(evt) {
     evt.preventDefault();
     evt.stopImmediatePropagation();
     iterations = 0;        
  
          timer=setInterval(function(){
              iterations++;
              vector.applyQuaternion( camera.quaternion );
              camera.getWorldDirection( vector );
              camera.position.addScaledVector( vector, speed );
              
              controls.target.set(camera.position.x + 1,
              camera.position.y,
              camera.position.z);
  
          }, 70); 
   }
  </code></pre>
  <p>Any information is appreciated, I'm kind of new on three.js so any detail is cool
  Thank you !</p>