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 {
  24. color: #0080ff;
  25. }
  26. b { color: lightgreen }
  27. #stats { position: absolute; top:0; left: 0 }
  28. #stats #fps { background: transparent !important }
  29. #stats #fps #fpsText { color: #777 !important }
  30. #stats #fps #fpsGraph { display: none }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - cameras<br/>
  35. <b>O</b> orthographic <b>P</b> perspective
  36. </div>
  37. <script src="../build/three.min.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script>
  40. var SCREEN_WIDTH = window.innerWidth;
  41. var SCREEN_HEIGHT = window.innerHeight;
  42. var container, stats;
  43. var camera, scene, renderer, mesh;
  44. var cameraRig, activeCamera, activeHelper;
  45. var cameraPerspective, cameraOrtho;
  46. var cameraPerspectiveHelper, cameraOrthoHelper;
  47. init();
  48. animate();
  49. function init() {
  50. container = document.createElement( 'div' );
  51. document.body.appendChild( container );
  52. scene = new THREE.Scene();
  53. //
  54. camera = new THREE.PerspectiveCamera( 50, 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  55. camera.position.z = 2500;
  56. cameraPerspective = new THREE.PerspectiveCamera( 50, 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT, 150, 1000 );
  57. cameraPerspectiveHelper = new THREE.CameraHelper( cameraPerspective );
  58. scene.add( cameraPerspectiveHelper );
  59. //
  60. cameraOrtho = new THREE.OrthographicCamera( 0.5 * SCREEN_WIDTH / - 2, 0.5 * SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, 150, 1000 );
  61. cameraOrthoHelper = new THREE.CameraHelper( cameraOrtho );
  62. scene.add( cameraOrthoHelper );
  63. //
  64. activeCamera = cameraPerspective;
  65. activeHelper = cameraPerspectiveHelper;
  66. // counteract different front orientation of cameras vs rig
  67. cameraOrtho.rotation.y = Math.PI;
  68. cameraPerspective.rotation.y = Math.PI;
  69. cameraRig = new THREE.Object3D();
  70. cameraRig.add( cameraPerspective );
  71. cameraRig.add( cameraOrtho );
  72. scene.add( cameraRig );
  73. //
  74. mesh = new THREE.Mesh( new THREE.SphereGeometry( 100, 16, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } ) );
  75. scene.add( mesh );
  76. var mesh2 = new THREE.Mesh( new THREE.SphereGeometry( 50, 16, 8 ), new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } ) );
  77. mesh2.position.y = 150;
  78. mesh.add( mesh2 );
  79. var mesh3 = new THREE.Mesh( new THREE.SphereGeometry( 5, 16, 8 ), new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } ) );
  80. mesh3.position.z = 150;
  81. cameraRig.add( mesh3 );
  82. //
  83. var geometry = new THREE.Geometry();
  84. for ( var i = 0; i < 10000; i ++ ) {
  85. var vertex = new THREE.Vector3();
  86. vertex.x = THREE.Math.randFloatSpread( 2000 );
  87. vertex.y = THREE.Math.randFloatSpread( 2000 );
  88. vertex.z = THREE.Math.randFloatSpread( 2000 );
  89. geometry.vertices.push( vertex );
  90. }
  91. var particles = new THREE.PointCloud( geometry, new THREE.PointCloudMaterial( { color: 0x888888 } ) );
  92. scene.add( particles );
  93. //
  94. renderer = new THREE.WebGLRenderer( { antialias: true } );
  95. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  96. renderer.domElement.style.position = "relative";
  97. container.appendChild( renderer.domElement );
  98. renderer.autoClear = false;
  99. //
  100. stats = new Stats();
  101. container.appendChild( stats.domElement );
  102. //
  103. window.addEventListener( 'resize', onWindowResize, false );
  104. document.addEventListener( 'keydown', onKeyDown, false );
  105. }
  106. //
  107. function onKeyDown ( event ) {
  108. switch( event.keyCode ) {
  109. case 79: /*O*/
  110. activeCamera = cameraOrtho;
  111. activeHelper = cameraOrthoHelper;
  112. break;
  113. case 80: /*P*/
  114. activeCamera = cameraPerspective;
  115. activeHelper = cameraPerspectiveHelper;
  116. break;
  117. }
  118. };
  119. //
  120. function onWindowResize( event ) {
  121. SCREEN_WIDTH = window.innerWidth;
  122. SCREEN_HEIGHT = window.innerHeight;
  123. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  124. camera.aspect = 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT;
  125. camera.updateProjectionMatrix();
  126. cameraPerspective.aspect = 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT;
  127. cameraPerspective.updateProjectionMatrix();
  128. cameraOrtho.left = - 0.5 * SCREEN_WIDTH / 2;
  129. cameraOrtho.right = 0.5 * SCREEN_WIDTH / 2;
  130. cameraOrtho.top = SCREEN_HEIGHT / 2;
  131. cameraOrtho.bottom = - SCREEN_HEIGHT / 2;
  132. cameraOrtho.updateProjectionMatrix();
  133. }
  134. //
  135. function animate() {
  136. requestAnimationFrame( animate );
  137. render();
  138. stats.update();
  139. }
  140. function render() {
  141. var r = Date.now() * 0.0005;
  142. mesh.position.x = 700 * Math.cos( r );
  143. mesh.position.z = 700 * Math.sin( r );
  144. mesh.position.y = 700 * Math.sin( r );
  145. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  146. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  147. if ( activeCamera === cameraPerspective ) {
  148. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  149. cameraPerspective.far = mesh.position.length();
  150. cameraPerspective.updateProjectionMatrix();
  151. cameraPerspectiveHelper.update();
  152. cameraPerspectiveHelper.visible = true;
  153. cameraOrthoHelper.visible = false;
  154. } else {
  155. cameraOrtho.far = mesh.position.length();
  156. cameraOrtho.updateProjectionMatrix();
  157. cameraOrthoHelper.update();
  158. cameraOrthoHelper.visible = true;
  159. cameraPerspectiveHelper.visible = false;
  160. }
  161. cameraRig.lookAt( mesh.position );
  162. renderer.clear();
  163. activeHelper.visible = false;
  164. renderer.setViewport( 0, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT );
  165. renderer.render( scene, activeCamera );
  166. activeHelper.visible = true;
  167. renderer.setViewport( SCREEN_WIDTH/2, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT );
  168. renderer.render( scene, camera );
  169. }
  170. </script>
  171. </body>
  172. </html>