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