webgl_camera.html 6.0 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="module">
  19. import * as THREE from '../build/three.module.js';
  20. import Stats from './jsm/libs/stats.module.js';
  21. let SCREEN_WIDTH = window.innerWidth;
  22. let SCREEN_HEIGHT = window.innerHeight;
  23. let aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  24. let container, stats;
  25. let camera, scene, renderer, mesh;
  26. let cameraRig, activeCamera, activeHelper;
  27. let cameraPerspective, cameraOrtho;
  28. let cameraPerspectiveHelper, cameraOrthoHelper;
  29. const frustumSize = 600;
  30. init();
  31. animate();
  32. function init() {
  33. container = document.createElement( 'div' );
  34. document.body.appendChild( container );
  35. scene = new THREE.Scene();
  36. //
  37. camera = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 1, 10000 );
  38. camera.position.z = 2500;
  39. cameraPerspective = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 150, 1000 );
  40. cameraPerspectiveHelper = new THREE.CameraHelper( cameraPerspective );
  41. scene.add( cameraPerspectiveHelper );
  42. //
  43. cameraOrtho = new THREE.OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 150, 1000 );
  44. cameraOrthoHelper = new THREE.CameraHelper( cameraOrtho );
  45. scene.add( cameraOrthoHelper );
  46. //
  47. activeCamera = cameraPerspective;
  48. activeHelper = cameraPerspectiveHelper;
  49. // counteract different front orientation of cameras vs rig
  50. cameraOrtho.rotation.y = Math.PI;
  51. cameraPerspective.rotation.y = Math.PI;
  52. cameraRig = new THREE.Group();
  53. cameraRig.add( cameraPerspective );
  54. cameraRig.add( cameraOrtho );
  55. scene.add( cameraRig );
  56. //
  57. mesh = new THREE.Mesh(
  58. new THREE.SphereGeometry( 100, 16, 8 ),
  59. new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } )
  60. );
  61. scene.add( mesh );
  62. const mesh2 = new THREE.Mesh(
  63. new THREE.SphereGeometry( 50, 16, 8 ),
  64. new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } )
  65. );
  66. mesh2.position.y = 150;
  67. mesh.add( mesh2 );
  68. const mesh3 = new THREE.Mesh(
  69. new THREE.SphereGeometry( 5, 16, 8 ),
  70. new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } )
  71. );
  72. mesh3.position.z = 150;
  73. cameraRig.add( mesh3 );
  74. //
  75. const geometry = new THREE.BufferGeometry();
  76. const vertices = [];
  77. for ( let i = 0; i < 10000; i ++ ) {
  78. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // x
  79. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // y
  80. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // z
  81. }
  82. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  83. const particles = new THREE.Points( geometry, new THREE.PointsMaterial( { color: 0x888888 } ) );
  84. scene.add( particles );
  85. //
  86. renderer = new THREE.WebGLRenderer( { antialias: true } );
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  89. container.appendChild( renderer.domElement );
  90. renderer.autoClear = false;
  91. //
  92. stats = new Stats();
  93. container.appendChild( stats.dom );
  94. //
  95. window.addEventListener( 'resize', onWindowResize );
  96. document.addEventListener( 'keydown', onKeyDown );
  97. }
  98. //
  99. function onKeyDown( event ) {
  100. switch ( event.keyCode ) {
  101. case 79: /*O*/
  102. activeCamera = cameraOrtho;
  103. activeHelper = cameraOrthoHelper;
  104. break;
  105. case 80: /*P*/
  106. activeCamera = cameraPerspective;
  107. activeHelper = cameraPerspectiveHelper;
  108. break;
  109. }
  110. }
  111. //
  112. function onWindowResize() {
  113. SCREEN_WIDTH = window.innerWidth;
  114. SCREEN_HEIGHT = window.innerHeight;
  115. aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  116. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  117. camera.aspect = 0.5 * aspect;
  118. camera.updateProjectionMatrix();
  119. cameraPerspective.aspect = 0.5 * aspect;
  120. cameraPerspective.updateProjectionMatrix();
  121. cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
  122. cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
  123. cameraOrtho.top = frustumSize / 2;
  124. cameraOrtho.bottom = - frustumSize / 2;
  125. cameraOrtho.updateProjectionMatrix();
  126. }
  127. //
  128. function animate() {
  129. requestAnimationFrame( animate );
  130. render();
  131. stats.update();
  132. }
  133. function render() {
  134. const r = Date.now() * 0.0005;
  135. mesh.position.x = 700 * Math.cos( r );
  136. mesh.position.z = 700 * Math.sin( r );
  137. mesh.position.y = 700 * Math.sin( r );
  138. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  139. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  140. if ( activeCamera === cameraPerspective ) {
  141. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  142. cameraPerspective.far = mesh.position.length();
  143. cameraPerspective.updateProjectionMatrix();
  144. cameraPerspectiveHelper.update();
  145. cameraPerspectiveHelper.visible = true;
  146. cameraOrthoHelper.visible = false;
  147. } else {
  148. cameraOrtho.far = mesh.position.length();
  149. cameraOrtho.updateProjectionMatrix();
  150. cameraOrthoHelper.update();
  151. cameraOrthoHelper.visible = true;
  152. cameraPerspectiveHelper.visible = false;
  153. }
  154. cameraRig.lookAt( mesh.position );
  155. renderer.clear();
  156. activeHelper.visible = false;
  157. renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  158. renderer.render( scene, activeCamera );
  159. activeHelper.visible = true;
  160. renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  161. renderer.render( scene, camera );
  162. }
  163. </script>
  164. </body>
  165. </html>