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