webgl_camera.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - cameras</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. b {
  10. color: lightgreen;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras<br/>
  16. <b>O</b> orthographic <b>P</b> perspective
  17. </div>
  18. <script type="importmap">
  19. {
  20. "imports": {
  21. "three": "../build/three.module.js",
  22. "three/addons/": "./jsm/"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import Stats from 'three/addons/libs/stats.module.js';
  29. let SCREEN_WIDTH = window.innerWidth;
  30. let SCREEN_HEIGHT = window.innerHeight;
  31. let aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  32. let container, stats;
  33. let camera, scene, renderer, mesh;
  34. let cameraRig, activeCamera, activeHelper;
  35. let cameraPerspective, cameraOrtho;
  36. let cameraPerspectiveHelper, cameraOrthoHelper;
  37. const frustumSize = 600;
  38. init();
  39. function init() {
  40. container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. scene = new THREE.Scene();
  43. //
  44. camera = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 1, 10000 );
  45. camera.position.z = 2500;
  46. cameraPerspective = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 150, 1000 );
  47. cameraPerspectiveHelper = new THREE.CameraHelper( cameraPerspective );
  48. scene.add( cameraPerspectiveHelper );
  49. //
  50. cameraOrtho = new THREE.OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 150, 1000 );
  51. cameraOrthoHelper = new THREE.CameraHelper( cameraOrtho );
  52. scene.add( cameraOrthoHelper );
  53. //
  54. activeCamera = cameraPerspective;
  55. activeHelper = cameraPerspectiveHelper;
  56. // counteract different front orientation of cameras vs rig
  57. cameraOrtho.rotation.y = Math.PI;
  58. cameraPerspective.rotation.y = Math.PI;
  59. cameraRig = new THREE.Group();
  60. cameraRig.add( cameraPerspective );
  61. cameraRig.add( cameraOrtho );
  62. scene.add( cameraRig );
  63. //
  64. mesh = new THREE.Mesh(
  65. new THREE.SphereGeometry( 100, 16, 8 ),
  66. new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } )
  67. );
  68. scene.add( mesh );
  69. const mesh2 = new THREE.Mesh(
  70. new THREE.SphereGeometry( 50, 16, 8 ),
  71. new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } )
  72. );
  73. mesh2.position.y = 150;
  74. mesh.add( mesh2 );
  75. const mesh3 = new THREE.Mesh(
  76. new THREE.SphereGeometry( 5, 16, 8 ),
  77. new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } )
  78. );
  79. mesh3.position.z = 150;
  80. cameraRig.add( mesh3 );
  81. //
  82. const geometry = new THREE.BufferGeometry();
  83. const vertices = [];
  84. for ( let i = 0; i < 10000; i ++ ) {
  85. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // x
  86. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // y
  87. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // z
  88. }
  89. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  90. const particles = new THREE.Points( geometry, new THREE.PointsMaterial( { color: 0x888888 } ) );
  91. scene.add( particles );
  92. //
  93. renderer = new THREE.WebGLRenderer( { antialias: true } );
  94. renderer.setPixelRatio( window.devicePixelRatio );
  95. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  96. renderer.setAnimationLoop( animate );
  97. container.appendChild( renderer.domElement );
  98. renderer.setScissorTest( true );
  99. //
  100. stats = new Stats();
  101. container.appendChild( stats.dom );
  102. //
  103. window.addEventListener( 'resize', onWindowResize );
  104. document.addEventListener( 'keydown', onKeyDown );
  105. }
  106. //
  107. function onKeyDown( event ) {
  108. switch ( event.keyCode ) {
  109. case 79: /*O*/
  110. activeCamera = cameraOrtho;
  111. activeHelper = cameraOrthoHelper;
  112. break;
  113. case 80: /*P*/
  114. activeCamera = cameraPerspective;
  115. activeHelper = cameraPerspectiveHelper;
  116. break;
  117. }
  118. }
  119. //
  120. function onWindowResize() {
  121. SCREEN_WIDTH = window.innerWidth;
  122. SCREEN_HEIGHT = window.innerHeight;
  123. aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  124. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  125. camera.aspect = 0.5 * aspect;
  126. camera.updateProjectionMatrix();
  127. cameraPerspective.aspect = 0.5 * aspect;
  128. cameraPerspective.updateProjectionMatrix();
  129. cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
  130. cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
  131. cameraOrtho.top = frustumSize / 2;
  132. cameraOrtho.bottom = - frustumSize / 2;
  133. cameraOrtho.updateProjectionMatrix();
  134. }
  135. //
  136. function animate() {
  137. render();
  138. stats.update();
  139. }
  140. function render() {
  141. const r = Date.now() * 0.0005;
  142. mesh.position.x = 700 * Math.cos( r );
  143. mesh.position.z = 700 * Math.sin( r );
  144. mesh.position.y = 700 * Math.sin( r );
  145. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  146. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  147. if ( activeCamera === cameraPerspective ) {
  148. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  149. cameraPerspective.far = mesh.position.length();
  150. cameraPerspective.updateProjectionMatrix();
  151. cameraPerspectiveHelper.update();
  152. cameraPerspectiveHelper.visible = true;
  153. cameraOrthoHelper.visible = false;
  154. } else {
  155. cameraOrtho.far = mesh.position.length();
  156. cameraOrtho.updateProjectionMatrix();
  157. cameraOrthoHelper.update();
  158. cameraOrthoHelper.visible = true;
  159. cameraPerspectiveHelper.visible = false;
  160. }
  161. cameraRig.lookAt( mesh.position );
  162. //
  163. activeHelper.visible = false;
  164. renderer.setClearColor( 0x000000, 1 );
  165. renderer.setScissor( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  166. renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  167. renderer.render( scene, activeCamera );
  168. //
  169. activeHelper.visible = true;
  170. renderer.setClearColor( 0x111111, 1 );
  171. renderer.setScissor( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  172. renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  173. renderer.render( scene, camera );
  174. }
  175. </script>
  176. </body>
  177. </html>