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- Title: Three.js Cameras
- Description: How to use Cameras in Three.js
- TOC: Cameras
- This article is one in a series of articles about three.js.
- The first article was [about fundamentals](threejs-fundamentals.html).
- If you haven't read that yet you might want to start there.
- Let's talk about cameras in three.js. We covered some of this in the [first article](threejs-fundamentals.html) but we'll cover it in more detail here.
- The most common camera in three.js and the one we've been using up to this point is
- the `PerspectiveCamera`. It gives a 3d view where things in the distance appear
- smaller than things up close.
- The `PerspectiveCamera` defines a *frustum*. [A *frustum* is a solid pyramid shape with
- the tip cut off](https://en.wikipedia.org/wiki/Frustum).
- By name of a solid I mean for example a cube, a cone, a sphere, a cylinder,
- and a frustum are all names of different kinds of solids.
- <div class="spread">
- <div><div data-diagram="shapeCube"></div><div>cube</div></div>
- <div><div data-diagram="shapeCone"></div><div>cone</div></div>
- <div><div data-diagram="shapeSphere"></div><div>sphere</div></div>
- <div><div data-diagram="shapeCylinder"></div><div>cylinder</div></div>
- <div><div data-diagram="shapeFrustum"></div><div>frustum</div></div>
- </div>
- I only point that out because I didn't know it for years. Some book or page would mention
- *frustum* and my eyes would glaze over. Understanding it's the name of a type of solid
- shape made those descriptions suddenly make more sense 😅
- A `PerspectiveCamera` defines its frustum based on 4 properties. `near` defines where the
- front of the frustum starts. `far` defines where it ends. `fov`, the field of view, defines
- how tall the front and back of the frustum are by computing the correct height to get
- the specified field of view at `near` units from the camera. The `aspect` defines how
- wide the front and back of the frustum are. The width of the frustum is just the height
- multiplied by the aspect.
- <img src="resources/frustum-3d.svg" width="500" class="threejs_center"/>
- Let's use the scene from [the previous article](threejs-lights.html) that has a ground
- plane, a sphere, and a cube and make it so we can adjust the camera's settings.
- To do that we'll make a `MinMaxGUIHelper` for the `near` and `far` settings so `far`
- is always greater than `near`. It will have `min` and `max` properties that dat.GUI
- will adjust. When adjusted they'll set the 2 properties we specify.
- ```js
- class MinMaxGUIHelper {
- constructor(obj, minProp, maxProp, minDif) {
- this.obj = obj;
- this.minProp = minProp;
- this.maxProp = maxProp;
- this.minDif = minDif;
- }
- get min() {
- return this.obj[this.minProp];
- }
- set min(v) {
- this.obj[this.minProp] = v;
- this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
- }
- get max() {
- return this.obj[this.maxProp];
- }
- set max(v) {
- this.obj[this.maxProp] = v;
- this.min = this.min; // this will call the min setter
- }
- }
- ```
- Now we can setup our GUI like this
- ```js
- function updateCamera() {
- camera.updateProjectionMatrix();
- }
- const gui = new GUI();
- gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
- const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
- gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
- gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
- ```
- Anytime the camera's settings change we need to call the camera's
- [`updateProjectionMatrix`](PerspectiveCamera.updateProjectionMatrix) function
- so we made a function called `updateCamera` add passed it to dat.GUI to call it when things change.
- {{{example url="../threejs-cameras-perspective.html" }}}
- You can adjust the values and see how they work. Note we didn't make `aspect` settable since
- it's taken from the size of the window so if you want to adjust the aspect open the example
- in a new window and then size the window.
- Still, I think it's a little hard to see so let's change the example so it has 2 cameras.
- One will show our scene as we see it above, the other will show another camera looking at the
- scene the first camera is drawing and showing that camera's frustum.
- To do this we can use the scissor function of three.js.
- Let's change it to draw 2 scenes with 2 cameras side by side using the scissor function
- First off let's use some HTML and CSS to define 2 side by side elements. This will also
- help us with events so both cameras can easily have their own `OrbitControls`.
- ```html
- <body>
- <canvas id="c"></canvas>
- + <div class="split">
- + <div id="view1" tabindex="1"></div>
- + <div id="view2" tabindex="2"></div>
- + </div>
- </body>
- ```
- And the CSS that will make those 2 views show up side by side overlaid on top of
- the canvas
- ```css
- .split {
- position: absolute;
- left: 0;
- top: 0;
- width: 100%;
- height: 100%;
- display: flex;
- }
- .split>div {
- width: 100%;
- height: 100%;
- }
- ```
- Then in our code we'll add a `CameraHelper`. A `CameraHelper` draws the frustum for a `Camera`
- ```js
- const cameraHelper = new THREE.CameraHelper(camera);
- ...
- scene.add(cameraHelper);
- ```
- Now let's look up the 2 view elements.
- ```js
- const view1Elem = document.querySelector('#view1');
- const view2Elem = document.querySelector('#view2');
- ```
- And we'll set our existing `OrbitControls` to respond to the first
- view element only.
- ```js
- -const controls = new OrbitControls(camera, canvas);
- +const controls = new OrbitControls(camera, view1Elem);
- ```
- Let's make a second `PerspectiveCamera` and a second `OrbitControls`.
- The second `OrbitControls` is tied to the second camera and gets input
- from the second view element.
- ```js
- const camera2 = new THREE.PerspectiveCamera(
- 60, // fov
- 2, // aspect
- 0.1, // near
- 500, // far
- );
- camera2.position.set(40, 10, 30);
- camera2.lookAt(0, 5, 0);
- const controls2 = new OrbitControls(camera2, view2Elem);
- controls2.target.set(0, 5, 0);
- controls2.update();
- ```
- Finally we need to render the scene from the point of view of each
- camera using the scissor function to only render to part of the canvas.
- Here is a function that given an element will compute the rectangle
- of that element that overlaps the canvas. It will then set the scissor
- and viewport to that rectangle and return the aspect for that size.
- ```js
- function setScissorForElement(elem) {
- const canvasRect = canvas.getBoundingClientRect();
- const elemRect = elem.getBoundingClientRect();
- // compute a canvas relative rectangle
- const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left;
- const left = Math.max(0, elemRect.left - canvasRect.left);
- const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top;
- const top = Math.max(0, elemRect.top - canvasRect.top);
- const width = Math.min(canvasRect.width, right - left);
- const height = Math.min(canvasRect.height, bottom - top);
- // setup the scissor to only render to that part of the canvas
- const positiveYUpBottom = canvasRect.height - bottom;
- renderer.setScissor(left, positiveYUpBottom, width, height);
- renderer.setViewport(left, positiveYUpBottom, width, height);
- // return the aspect
- return width / height;
- }
- ```
- And now we can use that function to draw the scene twice in our `render` function
- ```js
- function render() {
- - if (resizeRendererToDisplaySize(renderer)) {
- - const canvas = renderer.domElement;
- - camera.aspect = canvas.clientWidth / canvas.clientHeight;
- - camera.updateProjectionMatrix();
- - }
- + resizeRendererToDisplaySize(renderer);
- +
- + // turn on the scissor
- + renderer.setScissorTest(true);
- +
- + // render the original view
- + {
- + const aspect = setScissorForElement(view1Elem);
- +
- + // adjust the camera for this aspect
- + camera.aspect = aspect;
- + camera.updateProjectionMatrix();
- + cameraHelper.update();
- +
- + // don't draw the camera helper in the original view
- + cameraHelper.visible = false;
- +
- + scene.background.set(0x000000);
- +
- + // render
- + renderer.render(scene, camera);
- + }
- +
- + // render from the 2nd camera
- + {
- + const aspect = setScissorForElement(view2Elem);
- +
- + // adjust the camera for this aspect
- + camera2.aspect = aspect;
- + camera2.updateProjectionMatrix();
- +
- + // draw the camera helper in the 2nd view
- + cameraHelper.visible = true;
- +
- + scene.background.set(0x000040);
- +
- + renderer.render(scene, camera2);
- + }
- - renderer.render(scene, camera);
- requestAnimationFrame(render);
- }
- requestAnimationFrame(render);
- }
- ```
- The code above sets the background color of the scene when rendering the
- second view to dark blue just to make it easier to distinguish the two views.
- We can also remove our `updateCamera` code since we're updating everything
- in the `render` function.
- ```js
- -function updateCamera() {
- - camera.updateProjectionMatrix();
- -}
- const gui = new GUI();
- -gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
- +gui.add(camera, 'fov', 1, 180);
- const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
- -gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
- -gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
- +gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near');
- +gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far');
- ```
- And now you can use one view to see the frustum of the other.
- {{{example url="../threejs-cameras-perspective-2-scenes.html" }}}
- On the left you can see the original view and on the right you can
- see a view showing the frustum of the camera on the left. As you adjust
- `near`, `far`, `fov` and move the camera with mouse you can see that
- only what's inside the frustum shown on the right appears in the scene on
- the left.
- Adjust `near` up to around 20 and you'll easily see the front of objects
- disappear as they are no longer in the frustum. Adjust `far` below about 35
- and you'll start to see the ground plane disappear as it's no longer in
- the frustum.
- This brings up the question, why not just set `near` to 0.0000000001 and `far`
- to 10000000000000 or something like that so you can just see everything?
- The reason is your GPU only has so much precision to decide if something
- is in front or behind something else. That precision is spread out between
- `near` and `far`. Worse, by default the precision close the camera is detailed
- and the precision far from the camera is coarse. The units start with `near`
- and slowly expand as they approach `far`.
- Starting with the top example, let's change the code to insert 20 spheres in a
- row.
- ```js
- {
- const sphereRadius = 3;
- const sphereWidthDivisions = 32;
- const sphereHeightDivisions = 16;
- const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
- const numSpheres = 20;
- for (let i = 0; i < numSpheres; ++i) {
- const sphereMat = new THREE.MeshPhongMaterial();
- sphereMat.color.setHSL(i * .73, 1, 0.5);
- const mesh = new THREE.Mesh(sphereGeo, sphereMat);
- mesh.position.set(-sphereRadius - 1, sphereRadius + 2, i * sphereRadius * -2.2);
- scene.add(mesh);
- }
- }
- ```
- and let's set `near` to 0.00001
- ```js
- const fov = 45;
- const aspect = 2; // the canvas default
- -const near = 0.1;
- +const near = 0.00001;
- const far = 100;
- const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
- ```
- We also need to tweak the GUI code a little to allow 0.00001 if the value is edited
- ```js
- -gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
- +gui.add(minMaxGUIHelper, 'min', 0.00001, 50, 0.00001).name('near').onChange(updateCamera);
- ```
- What do you think will happen?
- {{{example url="../threejs-cameras-z-fighting.html" }}}
- This is an example of *z fighting* where the GPU on your computer does not have
- enough precision to decide which pixels are in front and which pixels are behind.
- Just in case the issue doesn't show on your machine here's what I see on mine
- <div class="threejs_center"><img src="resources/images/z-fighting.png" style="width: 570px;"></div>
- One solution is to tell three.js use to a different method to compute which
- pixels are in front and which are behind. We can do that by enabling
- `logarithmicDepthBuffer` when we create the `WebGLRenderer`
- ```js
- -const renderer = new THREE.WebGLRenderer({canvas});
- +const renderer = new THREE.WebGLRenderer({
- + canvas,
- + logarithmicDepthBuffer: true,
- +});
- ```
- and with that it might work
- {{{example url="../threejs-cameras-logarithmic-depth-buffer.html" }}}
- If this didn't fix the issue for you then you've run into one reason why
- you can't always use this solution. That reason is because only certain GPUs
- support it. As of September 2018 almost no mobile devices support this
- solution whereas most desktops do.
- Another reason not to choose this solution is it can be significantly slower
- than the standard solution.
- Even with this solution there is still limited resolution. Make `near` even
- smaller or `far` even bigger and you'll eventually run into the same issues.
- What that means is that you should always make an effort to choose a `near`
- and `far` setting that fits your use case. Set `near` as far away from the camera
- as you can and not have things disappear. Set `far` as close to the camera
- as you can and not have things disappear. If you're trying to draw a giant
- scene and show a close up of someone's face so you can see their eyelashes
- while in the background you can see all the way to mountains 50 kilometers
- in the distance well then you'll need to find other creative solutions that
- maybe we'll go over later. For now, just be aware you should take care
- to choose appropriate `near` and `far` values for your needs.
- The 2nd most common camera is the `OrthographicCamera`. Rather than
- specify a frustum it specifies a box with the settings `left`, `right`
- `top`, `bottom`, `near`, and `far`. Because it's projecting a box
- there is no perspective.
- Let's change the 2 view example above to use an `OrthographicCamera`
- in the first view.
- First let's setup an `OrthographicCamera`.
- ```js
- const left = -1;
- const right = 1;
- const top = 1;
- const bottom = -1;
- const near = 5;
- const far = 50;
- const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
- camera.zoom = 0.2;
- ```
- We set `left` and `bottom` to -1 and `right` and `top` to 1. This would make
- a box 2 units wide and 2 units tall but we're going to adjust the `left` and `top`
- by the aspect of the rectangle we're drawing to. We'll use the `zoom` property
- to make it easy to adjust how many units are actually shown by the camera.
- Let's add a GUI setting for `zoom`
- ```js
- const gui = new GUI();
- +gui.add(camera, 'zoom', 0.01, 1, 0.01).listen();
- ```
- The call to `listen` tells dat.GUI to watch for changes. This is here because
- the `OrbitControls` can also control zoom. For example the scroll wheel on
- a mouse will zoom via the `OrbitControls`.
- Last we just need to change the part that renders the left
- side to update the `OrthographicCamera`.
- ```js
- {
- const aspect = setScissorForElement(view1Elem);
- // update the camera for this aspect
- - camera.aspect = aspect;
- + camera.left = -aspect;
- + camera.right = aspect;
- camera.updateProjectionMatrix();
- cameraHelper.update();
- // don't draw the camera helper in the original view
- cameraHelper.visible = false;
- scene.background.set(0x000000);
- renderer.render(scene, camera);
- }
- ```
- and now you can see an `OrthographicCamera` at work.
- {{{example url="../threejs-cameras-orthographic-2-scenes.html" }}}
- An `OrthographicCamera` is most often used if using three.js
- to draw 2D things. You'd decide how many units you want the camera
- to show. For example if you want one pixel of canvas to match
- one unit in the camera you could do something like
- To put the origin at the center and have 1 pixel = 1 three.js unit
- something like
- ```js
- camera.left = -canvas.width / 2;
- camera.right = canvas.width / 2;
- camera.top = canvas.height / 2;
- camera.bottom = -canvas.height / 2;
- camera.near = -1;
- camera.far = 1;
- camera.zoom = 1;
- ```
- Or if we wanted the origin to be in the top left just like a
- 2D canvas we could use this
- ```js
- camera.left = 0;
- camera.right = canvas.width;
- camera.top = 0;
- camera.bottom = canvas.height;
- camera.near = -1;
- camera.far = 1;
- camera.zoom = 1;
- ```
- In which case the top left corner would be 0,0 just like a 2D canvas
- Let's try it! First let's set the camera up
- ```js
- const left = 0;
- const right = 300; // default canvas size
- const top = 0;
- const bottom = 150; // default canvas size
- const near = -1;
- const far = 1;
- const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
- camera.zoom = 1;
- ```
- Then let's load 6 textures and make 6 planes, one for each texture.
- We'll parent each plane to a `THREE.Object3D` to make it easy to offset
- the plane so its center appears to be at its top left corner.
- If you're running locally you'll also need to have [setup](threejs-setup.html).
- You might also want to read about [using textures](threejs-textures.html).
- ```js
- const loader = new THREE.TextureLoader();
- const textures = [
- loader.load('resources/images/flower-1.jpg'),
- loader.load('resources/images/flower-2.jpg'),
- loader.load('resources/images/flower-3.jpg'),
- loader.load('resources/images/flower-4.jpg'),
- loader.load('resources/images/flower-5.jpg'),
- loader.load('resources/images/flower-6.jpg'),
- ];
- const planeSize = 256;
- const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
- const planes = textures.map((texture) => {
- const planePivot = new THREE.Object3D();
- scene.add(planePivot);
- texture.magFilter = THREE.NearestFilter;
- const planeMat = new THREE.MeshBasicMaterial({
- map: texture,
- side: THREE.DoubleSide,
- });
- const mesh = new THREE.Mesh(planeGeo, planeMat);
- planePivot.add(mesh);
- // move plane so top left corner is origin
- mesh.position.set(planeSize / 2, planeSize / 2, 0);
- return planePivot;
- });
- ```
- and we need to update the camera if the size of the canvas
- changes.
- ```js
- function render() {
- if (resizeRendererToDisplaySize(renderer)) {
- camera.right = canvas.width;
- camera.bottom = canvas.height;
- camera.updateProjectionMatrix();
- }
- ...
- ```
- `planes` is an array of `THREE.Mesh`, one for each plane.
- Let's move them around based on the time.
- ```js
- function render(time) {
- time *= 0.001; // convert to seconds;
- ...
- const distAcross = Math.max(20, canvas.width - planeSize);
- const distDown = Math.max(20, canvas.height - planeSize);
- // total distance to move across and back
- const xRange = distAcross * 2;
- const yRange = distDown * 2;
- const speed = 180;
- planes.forEach((plane, ndx) => {
- // compute a unique time for each plane
- const t = time * speed + ndx * 300;
- // get a value between 0 and range
- const xt = t % xRange;
- const yt = t % yRange;
- // set our position going forward if 0 to half of range
- // and backward if half of range to range
- const x = xt < distAcross ? xt : xRange - xt;
- const y = yt < distDown ? yt : yRange - yt;
- plane.position.set(x, y, 0);
- });
- renderer.render(scene, camera);
- ```
- And you can see the images bounce pixel perfect off the edges of the
- canvas using pixel math just like a 2D canvas
- {{{example url="../threejs-cameras-orthographic-canvas-top-left-origin.html" }}}
- Another common use for an `OrthographicCamera` is to draw the
- up, down, left, right, front, back views of a 3D modeling
- program or a game engine's editor.
- <div class="threejs_center"><img src="resources/images/quad-viewport.png" style="width: 574px;"></div>
- In the screenshot above you can see 1 view is a perspective view and 3 views are
- orthographic views.
- That's the fundamentals of cameras. We'll cover a few common ways to move cameras
- in other articles. For now let's move on to [shadows](threejs-shadows.html).
- <canvas id="c"></canvas>
- <script type="module" src="resources/threejs-cameras.js"></script>
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