webgl_camera.html 6.3 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. "three/addons/": "./jsm/"
  26. }
  27. }
  28. </script>
  29. <script type="module">
  30. import * as THREE from 'three';
  31. import Stats from 'three/addons/libs/stats.module.js';
  32. let SCREEN_WIDTH = window.innerWidth;
  33. let SCREEN_HEIGHT = window.innerHeight;
  34. let aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  35. let container, stats;
  36. let camera, scene, renderer, mesh;
  37. let cameraRig, activeCamera, activeHelper;
  38. let cameraPerspective, cameraOrtho;
  39. let cameraPerspectiveHelper, cameraOrthoHelper;
  40. const frustumSize = 600;
  41. init();
  42. animate();
  43. function init() {
  44. container = document.createElement( 'div' );
  45. document.body.appendChild( container );
  46. scene = new THREE.Scene();
  47. //
  48. camera = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 1, 10000 );
  49. camera.position.z = 2500;
  50. cameraPerspective = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 150, 1000 );
  51. cameraPerspectiveHelper = new THREE.CameraHelper( cameraPerspective );
  52. scene.add( cameraPerspectiveHelper );
  53. //
  54. cameraOrtho = new THREE.OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 150, 1000 );
  55. cameraOrthoHelper = new THREE.CameraHelper( cameraOrtho );
  56. scene.add( cameraOrthoHelper );
  57. //
  58. activeCamera = cameraPerspective;
  59. activeHelper = cameraPerspectiveHelper;
  60. // counteract different front orientation of cameras vs rig
  61. cameraOrtho.rotation.y = Math.PI;
  62. cameraPerspective.rotation.y = Math.PI;
  63. cameraRig = new THREE.Group();
  64. cameraRig.add( cameraPerspective );
  65. cameraRig.add( cameraOrtho );
  66. scene.add( cameraRig );
  67. //
  68. mesh = new THREE.Mesh(
  69. new THREE.SphereGeometry( 100, 16, 8 ),
  70. new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } )
  71. );
  72. scene.add( mesh );
  73. const mesh2 = new THREE.Mesh(
  74. new THREE.SphereGeometry( 50, 16, 8 ),
  75. new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } )
  76. );
  77. mesh2.position.y = 150;
  78. mesh.add( mesh2 );
  79. const mesh3 = new THREE.Mesh(
  80. new THREE.SphereGeometry( 5, 16, 8 ),
  81. new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } )
  82. );
  83. mesh3.position.z = 150;
  84. cameraRig.add( mesh3 );
  85. //
  86. const geometry = new THREE.BufferGeometry();
  87. const vertices = [];
  88. for ( let i = 0; i < 10000; i ++ ) {
  89. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // x
  90. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // y
  91. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // z
  92. }
  93. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  94. const particles = new THREE.Points( geometry, new THREE.PointsMaterial( { color: 0x888888 } ) );
  95. scene.add( particles );
  96. //
  97. renderer = new THREE.WebGLRenderer( { antialias: true } );
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  100. container.appendChild( renderer.domElement );
  101. renderer.autoClear = false;
  102. //
  103. stats = new Stats();
  104. container.appendChild( stats.dom );
  105. //
  106. window.addEventListener( 'resize', onWindowResize );
  107. document.addEventListener( 'keydown', onKeyDown );
  108. }
  109. //
  110. function onKeyDown( event ) {
  111. switch ( event.keyCode ) {
  112. case 79: /*O*/
  113. activeCamera = cameraOrtho;
  114. activeHelper = cameraOrthoHelper;
  115. break;
  116. case 80: /*P*/
  117. activeCamera = cameraPerspective;
  118. activeHelper = cameraPerspectiveHelper;
  119. break;
  120. }
  121. }
  122. //
  123. function onWindowResize() {
  124. SCREEN_WIDTH = window.innerWidth;
  125. SCREEN_HEIGHT = window.innerHeight;
  126. aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  127. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  128. camera.aspect = 0.5 * aspect;
  129. camera.updateProjectionMatrix();
  130. cameraPerspective.aspect = 0.5 * aspect;
  131. cameraPerspective.updateProjectionMatrix();
  132. cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
  133. cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
  134. cameraOrtho.top = frustumSize / 2;
  135. cameraOrtho.bottom = - frustumSize / 2;
  136. cameraOrtho.updateProjectionMatrix();
  137. }
  138. //
  139. function animate() {
  140. requestAnimationFrame( animate );
  141. render();
  142. stats.update();
  143. }
  144. function render() {
  145. const r = Date.now() * 0.0005;
  146. mesh.position.x = 700 * Math.cos( r );
  147. mesh.position.z = 700 * Math.sin( r );
  148. mesh.position.y = 700 * Math.sin( r );
  149. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  150. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  151. if ( activeCamera === cameraPerspective ) {
  152. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  153. cameraPerspective.far = mesh.position.length();
  154. cameraPerspective.updateProjectionMatrix();
  155. cameraPerspectiveHelper.update();
  156. cameraPerspectiveHelper.visible = true;
  157. cameraOrthoHelper.visible = false;
  158. } else {
  159. cameraOrtho.far = mesh.position.length();
  160. cameraOrtho.updateProjectionMatrix();
  161. cameraOrthoHelper.update();
  162. cameraOrthoHelper.visible = true;
  163. cameraPerspectiveHelper.visible = false;
  164. }
  165. cameraRig.lookAt( mesh.position );
  166. renderer.clear();
  167. activeHelper.visible = false;
  168. renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  169. renderer.render( scene, activeCamera );
  170. activeHelper.visible = true;
  171. renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  172. renderer.render( scene, camera );
  173. }
  174. </script>
  175. </body>
  176. </html>