webgl_camera.html 6.1 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. a {
  10. color: #08f;
  11. }
  12. b {
  13. color: lightgreen;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras<br/>
  19. <b>O</b> orthographic <b>P</b> perspective
  20. </div>
  21. <script type="module">
  22. import {
  23. BufferGeometry,
  24. CameraHelper,
  25. Float32BufferAttribute,
  26. Group,
  27. Math as _Math,
  28. Mesh,
  29. MeshBasicMaterial,
  30. OrthographicCamera,
  31. PerspectiveCamera,
  32. Points,
  33. PointsMaterial,
  34. Scene,
  35. SphereBufferGeometry,
  36. WebGLRenderer
  37. } from "../build/three.module.js";
  38. import Stats from './jsm/libs/stats.module.js';
  39. var SCREEN_WIDTH = window.innerWidth;
  40. var SCREEN_HEIGHT = window.innerHeight;
  41. var aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  42. var container, stats;
  43. var camera, scene, renderer, mesh;
  44. var cameraRig, activeCamera, activeHelper;
  45. var cameraPerspective, cameraOrtho;
  46. var cameraPerspectiveHelper, cameraOrthoHelper;
  47. var frustumSize = 600;
  48. init();
  49. animate();
  50. function init() {
  51. container = document.createElement( 'div' );
  52. document.body.appendChild( container );
  53. scene = new Scene();
  54. //
  55. camera = new PerspectiveCamera( 50, 0.5 * aspect, 1, 10000 );
  56. camera.position.z = 2500;
  57. cameraPerspective = new PerspectiveCamera( 50, 0.5 * aspect, 150, 1000 );
  58. cameraPerspectiveHelper = new CameraHelper( cameraPerspective );
  59. scene.add( cameraPerspectiveHelper );
  60. //
  61. cameraOrtho = new OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 150, 1000 );
  62. cameraOrthoHelper = new CameraHelper( cameraOrtho );
  63. scene.add( cameraOrthoHelper );
  64. //
  65. activeCamera = cameraPerspective;
  66. activeHelper = cameraPerspectiveHelper;
  67. // counteract different front orientation of cameras vs rig
  68. cameraOrtho.rotation.y = Math.PI;
  69. cameraPerspective.rotation.y = Math.PI;
  70. cameraRig = new Group();
  71. cameraRig.add( cameraPerspective );
  72. cameraRig.add( cameraOrtho );
  73. scene.add( cameraRig );
  74. //
  75. mesh = new Mesh(
  76. new SphereBufferGeometry( 100, 16, 8 ),
  77. new MeshBasicMaterial( { color: 0xffffff, wireframe: true } )
  78. );
  79. scene.add( mesh );
  80. var mesh2 = new Mesh(
  81. new SphereBufferGeometry( 50, 16, 8 ),
  82. new MeshBasicMaterial( { color: 0x00ff00, wireframe: true } )
  83. );
  84. mesh2.position.y = 150;
  85. mesh.add( mesh2 );
  86. var mesh3 = new Mesh(
  87. new SphereBufferGeometry( 5, 16, 8 ),
  88. new MeshBasicMaterial( { color: 0x0000ff, wireframe: true } )
  89. );
  90. mesh3.position.z = 150;
  91. cameraRig.add( mesh3 );
  92. //
  93. var geometry = new BufferGeometry();
  94. var vertices = [];
  95. for ( var i = 0; i < 10000; i ++ ) {
  96. vertices.push( _Math.randFloatSpread( 2000 ) ); // x
  97. vertices.push( _Math.randFloatSpread( 2000 ) ); // y
  98. vertices.push( _Math.randFloatSpread( 2000 ) ); // z
  99. }
  100. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  101. var particles = new Points( geometry, new PointsMaterial( { color: 0x888888 } ) );
  102. scene.add( particles );
  103. //
  104. renderer = new WebGLRenderer( { antialias: true } );
  105. renderer.setPixelRatio( window.devicePixelRatio );
  106. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  107. container.appendChild( renderer.domElement );
  108. renderer.autoClear = false;
  109. //
  110. stats = new Stats();
  111. container.appendChild( stats.dom );
  112. //
  113. window.addEventListener( 'resize', onWindowResize, false );
  114. document.addEventListener( 'keydown', onKeyDown, false );
  115. }
  116. //
  117. function onKeyDown( event ) {
  118. switch ( event.keyCode ) {
  119. case 79: /*O*/
  120. activeCamera = cameraOrtho;
  121. activeHelper = cameraOrthoHelper;
  122. break;
  123. case 80: /*P*/
  124. activeCamera = cameraPerspective;
  125. activeHelper = cameraPerspectiveHelper;
  126. break;
  127. }
  128. }
  129. //
  130. function onWindowResize() {
  131. SCREEN_WIDTH = window.innerWidth;
  132. SCREEN_HEIGHT = window.innerHeight;
  133. aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  134. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  135. camera.aspect = 0.5 * aspect;
  136. camera.updateProjectionMatrix();
  137. cameraPerspective.aspect = 0.5 * aspect;
  138. cameraPerspective.updateProjectionMatrix();
  139. cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
  140. cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
  141. cameraOrtho.top = frustumSize / 2;
  142. cameraOrtho.bottom = - frustumSize / 2;
  143. cameraOrtho.updateProjectionMatrix();
  144. }
  145. //
  146. function animate() {
  147. requestAnimationFrame( animate );
  148. render();
  149. stats.update();
  150. }
  151. function render() {
  152. var r = Date.now() * 0.0005;
  153. mesh.position.x = 700 * Math.cos( r );
  154. mesh.position.z = 700 * Math.sin( r );
  155. mesh.position.y = 700 * Math.sin( r );
  156. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  157. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  158. if ( activeCamera === cameraPerspective ) {
  159. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  160. cameraPerspective.far = mesh.position.length();
  161. cameraPerspective.updateProjectionMatrix();
  162. cameraPerspectiveHelper.update();
  163. cameraPerspectiveHelper.visible = true;
  164. cameraOrthoHelper.visible = false;
  165. } else {
  166. cameraOrtho.far = mesh.position.length();
  167. cameraOrtho.updateProjectionMatrix();
  168. cameraOrthoHelper.update();
  169. cameraOrthoHelper.visible = true;
  170. cameraPerspectiveHelper.visible = false;
  171. }
  172. cameraRig.lookAt( mesh.position );
  173. renderer.clear();
  174. activeHelper.visible = false;
  175. renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  176. renderer.render( scene, activeCamera );
  177. activeHelper.visible = true;
  178. renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  179. renderer.render( scene, camera );
  180. }
  181. </script>
  182. </body>
  183. </html>