Reputation: 16689
In Three.js, I have a scene that contains a plane and an orthographic camera.
Orthographic camera at -90deg:
If the camera is rotated to -90
deg on the x
-axis (i.e. if it is looking straight down at the floor from above), then I can see the whole plane - and only the plane.
Scene setup:
What the camera sees:
Orthographic camera at -40deg:
But if the camera is rotated to e.g. -40
deg on the x
-axis, then I can see the whole plane, plus other parts of the scene. Meaning, due to its rotation, the camera "sees more".
Scene setup:
What the camera sees:
My question is:
x
rotation)?left
, right
, top
, bottom
) properties and/or y
position to make it so that the camera sees only the plane - and nothing else? (What I mean is, vertically, the viewport should be filled with the plane, and it is ok if, horizontally, parts of the plane are outside of the viewport).PS: To reiterate, this is an orthographic camera. The camera's left
, right
, top
, and bottom
are currently hardcoded to take into account the height of the plane and the aspect ratio of the screen. The camera's position is (0,0,0)
. So is the plane's position.
camera = new THREE.OrthographicCamera(
-planeZ * aspectRatio / 2;
planeZ * aspectRatio / 2;
planeZ / 2;
-planeZ / 2;
-100,
100
);
camera.position.set(0,0,0);
Update
I have created a code example based on @Trentium's code, but with significant changes, e.g. removed OrbitControls and used the angle calculation from @Marquizzo. See https://plnkr.co/edit/UxO37ShEAiJNAK8H?preview
Upvotes: 1
Views: 1120
Reputation: 3719
Here's an implementation of @Marquizzo's answer (so please give him credit if this answers the mail), with some minor adjustments:
animate()
function.camera.position.y / r
can be used straight up in the frustum calculations.
For clarity's sake(?!), I left the trig functions in...150
) are hard coded for clearer understanding, and a minor adjustment of 10% (ie, * 1.10
) is added to each frustum to provide a bit of border on the 300x300 plane to better see the results of the frustum adjustments while orbiting the scene.Best to enter "Full page" mode after starting the code snippet...
<!DOCTYPE html>
<html>
<body>
<script src="https://rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/renderers/CSS3DRenderer.js"></script>
<script>
let camera, scene, renderer, controls;
let scene2, renderer2;
const frustumSize = 500;
init();
animate();
function init() {
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( frustumSize * aspect / -2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / -2, 1, 1000 );
camera.position.set( - 200, 200, 200 );
scene = new THREE.Scene();
//scene.background = new THREE.Color( 0xf0f0f0 );
scene.background = new THREE.Color( 0x000000 );
scene2 = new THREE.Scene();
//const material = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 1, side: THREE.DoubleSide } );
const material = new THREE.MeshBasicMaterial( { color: 0x000000, side: THREE.DoubleSide} );
// left
createPlane(
100, 100,
'chocolate',
new THREE.Vector3( - 50, 0, 0 ),
new THREE.Euler( 0, - 90 * THREE.MathUtils.DEG2RAD, 0 )
);
// right
createPlane(
100, 100,
'saddlebrown',
new THREE.Vector3( 0, 0, 50 ),
new THREE.Euler( 0, 0, 0 )
);
// top
createPlane(
100, 100,
'yellowgreen',
new THREE.Vector3( 0, 50, 0 ),
new THREE.Euler( - 90 * THREE.MathUtils.DEG2RAD, 0, 0 )
);
// bottom
createPlane(
300, 300,
'seagreen',
new THREE.Vector3( 0, - 0, 0 ),
new THREE.Euler( - 90 * THREE.MathUtils.DEG2RAD, 0, 0 )
);
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer2 = new THREE.CSS3DRenderer();
renderer2.setSize( window.innerWidth, window.innerHeight );
renderer2.domElement.style.position = 'absolute';
renderer2.domElement.style.top = 0;
document.body.appendChild( renderer2.domElement );
controls = new THREE.OrbitControls( camera, renderer2.domElement );
controls.minZoom = 0.5;
controls.maxZoom = 2;
function createPlane( width, height, cssColor, pos, rot ) {
const element = document.createElement( 'div' );
element.style.width = width + 'px';
element.style.height = height + 'px';
element.style.opacity = 0.75;
element.style.background = cssColor;
const object = new THREE.CSS3DObject( element );
object.position.copy( pos );
object.rotation.copy( rot );
scene2.add( object );
const geometry = new THREE.PlaneGeometry( width, height );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.copy( object.position );
mesh.rotation.copy( object.rotation );
scene.add( mesh );
}
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const aspect = window.innerWidth / window.innerHeight;
camera.left = - frustumSize * aspect / 2;
camera.right = frustumSize * aspect / 2;
camera.top = frustumSize / 2;
camera.bottom = - frustumSize / 2;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer2.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
/**********************************************************/
//
// Code added to adjust frustum...
//
function distanceToOrigin( p ) {
return Math.sqrt( p.x * p.x + p.y * p.y + p.z * p.z );
}
camera.position.z = 0;
let r = distanceToOrigin( camera.position );
let angle = Math.asin( camera.position.y / r );
camera.left = -150 * Math.sin( angle ) * 1.10;
camera.right = 150 * Math.sin( angle ) * 1.10;
camera.top = 150 * Math.sin( angle ) * 1.10;
camera.bottom = -150 * Math.sin( angle ) * 1.10;
camera.updateProjectionMatrix();
controls.update();
//
/**********************************************************/
renderer.render( scene, camera );
renderer2.render( scene2, camera );
}
</script>
</body>
</html>
Upvotes: 1
Reputation: 28497
What you're describing is a basic rotation of a square, Three.js doesn't do anything out of the ordinary. When the square is at right (90°) angles, the dissecting plane is the width of the square. When the square is at 45° angles, the dissecting plane is the diagonal of the square, which is √2 times bigger than the width, that's why it gives the impression that it covers a bigger area.
I think you should be able to achieve the scaling of your camera's top
and bottom
attributes with a simple sine function. When the camera is at 90°, it'll be at max height, but as it approaches 0, it'll become infinitely thin.
const maxSide = planeZ / 2;
// Set camera rotation
const angle = THREE.MathUtils.degToRad(90);
camera.rotation.x = angle;
// Scale frustum
camera.top = maxSide * sin(angle);
camera.bottom = -maxSide * sin(angle);
camera.updateProjecionMatrix();
Upvotes: 2