Reputation: 123
I have put my tag canvas into a div, for Bootstrap layout, but the canvas is bigger than the div container and it doesn't resize itself to the div size. I can't understand what is the reason. Live example: http://www.felpone.netsons.org/web-threejs/
<div class="row">
<div class="col-sm-8" style="background-color:lavenderblush;" id="ThreeJS" data-toggle="context" data-target="#context-menu"></div>
<div class="col-sm-4" style="background-color:lavender;">.col-sm-4</div>
</div>
#ThreeJS canvas {
position: static!important;
padding: 1px!important;
margin: 1px!important;
background-color: rgba(188, 188, 188, 0.44)!important;
}
and this is my threejs code:
var SCREEN_WIDTH = window.innerWidth-5, SCREEN_HEIGHT = window.innerHeight-5;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.01, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
var r = 4, phi = Math.PI/4, theta = Math.PI/4;
camera.position.set(r*Math.cos(phi)*Math.sin(theta),r*Math.sin(phi), r*Math.cos(phi)*Math.cos(theta));
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
renderer.autoClear = false;
// CONTAINER
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
controls.target = new THREE.Vector3(0, 0, 0);
Upvotes: 3
Views: 1817
Reputation: 9
The reason of overflow is simple, you have given the canvas dimension to fill/cover the whole webpage (in your js code).
Your webpage has two columns layout that ratio is 8:4. Left side of your column (.col-sm-8) contains canvas HTML element. so, it can contain the wider element than it self. ( your js code has been declared setSize(window.innerWidth,window.innerHeight)
.
just implement this CSS to your code.
canvas{
width: 100%
height: <set as you want eg. 50% or 100% of its parent container>
}
This will help to fit your canvas.
Upvotes: 0
Reputation: 4234
You set your renderer size (= your canvas) at (window.innerWidth-5)/(window.innerHeight-5), almost full page. First define container
before SCREEN_WIDTH
and SCREEN_HEIGHT
, then replace them with :
var containerStyle = getComputedStyle(container,null);
var SCREEN_HEIGHT = parseInt(containerStyle.getPropertyValue('height')),
SCREEN_WIDTH = parseInt(containerStyle.getPropertyValue('width'));
Same in THREEx.WindowResize
function : find where height and width are defined, and replace them with those values.
Upvotes: 2