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