Reputation: 27611
I have a simple scene in Three with some planes. Right now on click the planes move to random positions.
After a click, I'd like instead to move the planes into a new grid perpendicular to the camera, such that the projected grid's x and y axes are parallel with the screen's x and y axes.
Here's the scene:
// generate a scene object
var scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// generate a camera
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.01, 10000);
// position the camera
camera.position.set(51.389, -451.056, 839.455);
var rotObjectMatrix = new THREE.Matrix4();
var q = {_x: 0.0184, _y: -0.2122, _z: 0.9770, _w: -0.0081};
rotObjectMatrix.makeRotationFromQuaternion(q);
camera.quaternion.setFromRotationMatrix(rotObjectMatrix);
camera.up.set(0.00806, -0.91008, -0.41432);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio); // <3 retina
renderer.setSize(window.innerWidth, window.innerHeight); // canvas size
document.body.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.target.set(19.053, -111.316, 93.996);
// generate some lights
var ambientLight = new THREE.AmbientLight(0xeeeeee);
scene.add(ambientLight);
// render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
// draw a grid
var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
grid.material.opacity = 0.2;
grid.material.transparent = true;
grid.rotation.x = -Math.PI;
scene.add(grid);
// draw some
planes = [];
for (var i=0; i<2**10; i++) {
var geometry = new THREE.PlaneGeometry( 20, 20, 32 );
var material = new THREE.MeshBasicMaterial(
{color: 0xff0000, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
var x = ((i % 2**5) * 40) - (2**5 * 40)/2;
var z = (Math.floor(i/2**5) * 40) - (2**5 * 40)/2;
plane.position.set(x, 0, z);
scene.add(plane);
planes.push(plane);
}
// transition the planes on body click
document.querySelector('body').addEventListener('click', function() {
planes.forEach(function(plane) {
// placeholder
plane.position.set(
Math.random() * 500 - (Math.random() * 500)/2,
0,
Math.random() * 500 - (Math.random() * 500)/2,
)
})
})
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>
Using the following comes close, but doesn't tilt the planes such that they're perpendicular to the camera:
planes.forEach(function(plane) {
// close to projection discussed above...
plane.position.set(
plane.position.x,
plane.position.z,
0,
)
})
Does anyone know how to achieve the projection described above? Any suggestions others can offer would be greatly appreciated!
Upvotes: 0
Views: 1951
Reputation: 9
Threejs has built in class for that.
Just use this. It is built for your purpose.
Upvotes: -1
Reputation: 28497
This is a bit of a shortcut, but it'll help you avoid a lot of math calculations: Just group your planes into a Group
and then use Group.lookAt(camera.position)
to point them all in unison towards the camera.
// generate a scene object
var scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// generate a camera
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.01, 10000);
// position the camera
camera.position.set(51.389, -451.056, 839.455);
var rotObjectMatrix = new THREE.Matrix4();
var q = {_x: 0.0184, _y: -0.2122, _z: 0.9770, _w: -0.0081};
rotObjectMatrix.makeRotationFromQuaternion(q);
camera.quaternion.setFromRotationMatrix(rotObjectMatrix);
// Not sure why you're changing camera's up axis, but this will
// need to be duplicated on planeGroup;
camera.up.set(0.00806, -0.91008, -0.41432);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio); // <3 retina
renderer.setSize(window.innerWidth, window.innerHeight); // canvas size
document.body.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
// If you change the pos where the camera is looking at,
// you'll need to place planeGroup at this position.
controls.target.set(19.053, -111.316, 93.996);
// generate some lights
var ambientLight = new THREE.AmbientLight(0xeeeeee);
scene.add(ambientLight);
// render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
// draw a grid
var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
grid.material.opacity = 0.2;
grid.material.transparent = true;
grid.rotation.x = -Math.PI;
scene.add(grid);
// draw some
planes = [];
var planeGroup = new THREE.Group();
for (var i=0; i<2**10; i++) {
var geometry = new THREE.PlaneGeometry( 20, 20, 32 );
var material = new THREE.MeshBasicMaterial(
{color: 0xff0000, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
var x = ((i % 2**5) * 40) - (2**5 * 40)/2;
var y = (Math.floor(i/2**5) * 40) - (2**5 * 40)/2;
// Setting x,y instead of x,z
plane.position.set(x, y, 0);
planeGroup.add(plane);
planes.push(plane);
}
scene.add(planeGroup);
// Copying camera.up and controls.target from above
planeGroup.up.copy(camera.up);
planeGroup.position.copy(controls.target);
planeGroup.lookAt(camera.position);
// transition the planes on body click
document.querySelector('body').addEventListener('click', function() {
planes.forEach(function(plane) {
// placeholder
plane.position.set(
Math.random() * 500 - (Math.random() * 500)/2,
0,
Math.random() * 500 - (Math.random() * 500)/2,
)
})
})
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>
Then, if you want to randomize the plane's positions, you can still do that, but all you have to worry about afterward is to return them to their original x,y,0
positions, and they'll automatically line up "looking at" the camera.
EDIT: I had to copy the changes you made to camera.up
and controls.target
for this to work. If you change these 2 attributes, you'll need to copy them to planeGroup
for this approach to work.
Here's the doc on the .lookAt() method
Upvotes: 2