webgl_camera.html 6.2 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. <style>
  8. body {
  9. color: #808080;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. z-index: 100;
  22. }
  23. a {color: #0080ff; }
  24. b { color: lightgreen }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras<br/>
  29. <b>O</b> orthographic <b>P</b> perspective
  30. </div>
  31. <script src="../build/three.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. var SCREEN_WIDTH = window.innerWidth;
  35. var SCREEN_HEIGHT = window.innerHeight;
  36. var aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  37. var container, stats;
  38. var camera, scene, renderer, mesh;
  39. var cameraRig, activeCamera, activeHelper;
  40. var cameraPerspective, cameraOrtho;
  41. var cameraPerspectiveHelper, cameraOrthoHelper;
  42. var frustumSize = 600;
  43. init();
  44. animate();
  45. function init() {
  46. container = document.createElement( 'div' );
  47. document.body.appendChild( container );
  48. scene = new THREE.Scene();
  49. //
  50. camera = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 1, 10000 );
  51. camera.position.z = 2500;
  52. cameraPerspective = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 150, 1000 );
  53. cameraPerspectiveHelper = new THREE.CameraHelper( cameraPerspective );
  54. scene.add( cameraPerspectiveHelper );
  55. //
  56. cameraOrtho = new THREE.OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 150, 1000 );
  57. cameraOrthoHelper = new THREE.CameraHelper( cameraOrtho );
  58. scene.add( cameraOrthoHelper );
  59. //
  60. activeCamera = cameraPerspective;
  61. activeHelper = cameraPerspectiveHelper;
  62. // counteract different front orientation of cameras vs rig
  63. cameraOrtho.rotation.y = Math.PI;
  64. cameraPerspective.rotation.y = Math.PI;
  65. cameraRig = new THREE.Group();
  66. cameraRig.add( cameraPerspective );
  67. cameraRig.add( cameraOrtho );
  68. scene.add( cameraRig );
  69. //
  70. mesh = new THREE.Mesh(
  71. new THREE.SphereBufferGeometry( 100, 16, 8 ),
  72. new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } )
  73. );
  74. scene.add( mesh );
  75. var mesh2 = new THREE.Mesh(
  76. new THREE.SphereBufferGeometry( 50, 16, 8 ),
  77. new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } )
  78. );
  79. mesh2.position.y = 150;
  80. mesh.add( mesh2 );
  81. var mesh3 = new THREE.Mesh(
  82. new THREE.SphereBufferGeometry( 5, 16, 8 ),
  83. new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } )
  84. );
  85. mesh3.position.z = 150;
  86. cameraRig.add( mesh3 );
  87. //
  88. var geometry = new THREE.BufferGeometry();
  89. var vertices = [];
  90. for ( var i = 0; i < 10000; i ++ ) {
  91. vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // x
  92. vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // y
  93. vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // z
  94. }
  95. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  96. var particles = new THREE.Points( geometry, new THREE.PointsMaterial( { color: 0x888888 } ) );
  97. scene.add( particles );
  98. //
  99. renderer = new THREE.WebGLRenderer( { antialias: true } );
  100. renderer.setPixelRatio( window.devicePixelRatio );
  101. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  102. container.appendChild( renderer.domElement );
  103. renderer.autoClear = false;
  104. //
  105. stats = new Stats();
  106. container.appendChild( stats.dom );
  107. //
  108. window.addEventListener( 'resize', onWindowResize, false );
  109. document.addEventListener( 'keydown', onKeyDown, false );
  110. }
  111. //
  112. function onKeyDown( event ) {
  113. switch ( event.keyCode ) {
  114. case 79: /*O*/
  115. activeCamera = cameraOrtho;
  116. activeHelper = cameraOrthoHelper;
  117. break;
  118. case 80: /*P*/
  119. activeCamera = cameraPerspective;
  120. activeHelper = cameraPerspectiveHelper;
  121. break;
  122. }
  123. }
  124. //
  125. function onWindowResize() {
  126. SCREEN_WIDTH = window.innerWidth;
  127. SCREEN_HEIGHT = window.innerHeight;
  128. aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  129. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  130. camera.aspect = 0.5 * aspect;
  131. camera.updateProjectionMatrix();
  132. cameraPerspective.aspect = 0.5 * aspect;
  133. cameraPerspective.updateProjectionMatrix();
  134. cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
  135. cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
  136. cameraOrtho.top = frustumSize / 2;
  137. cameraOrtho.bottom = - frustumSize / 2;
  138. cameraOrtho.updateProjectionMatrix();
  139. }
  140. //
  141. function animate() {
  142. requestAnimationFrame( animate );
  143. render();
  144. stats.update();
  145. }
  146. function render() {
  147. var r = Date.now() * 0.0005;
  148. mesh.position.x = 700 * Math.cos( r );
  149. mesh.position.z = 700 * Math.sin( r );
  150. mesh.position.y = 700 * Math.sin( r );
  151. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  152. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  153. if ( activeCamera === cameraPerspective ) {
  154. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  155. cameraPerspective.far = mesh.position.length();
  156. cameraPerspective.updateProjectionMatrix();
  157. cameraPerspectiveHelper.update();
  158. cameraPerspectiveHelper.visible = true;
  159. cameraOrthoHelper.visible = false;
  160. } else {
  161. cameraOrtho.far = mesh.position.length();
  162. cameraOrtho.updateProjectionMatrix();
  163. cameraOrthoHelper.update();
  164. cameraOrthoHelper.visible = true;
  165. cameraPerspectiveHelper.visible = false;
  166. }
  167. cameraRig.lookAt( mesh.position );
  168. renderer.clear();
  169. activeHelper.visible = false;
  170. renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  171. renderer.render( scene, activeCamera );
  172. activeHelper.visible = true;
  173. renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  174. renderer.render( scene, camera );
  175. }
  176. </script>
  177. </body>
  178. </html>