Portal camera
buttons
by jmcjc5u
HTML
<div id="info">Box
<br>
<button id="toggle" style="width:20%">Toggle Camera</button>
<canvas id='mycanvas' style="width:100vh;height:100vh"></canvas>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/104/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var scene, renderer, camera, acamera;
var L, near;
var actingCamera;
var cameraSphere;
var keyboard;
init();
animate();
$("#toggle").click(function() {
if (actingCamera === camera) {
actingCamera = acamera;
} else
actingCamera = camera;
});
function init() {
L = 30;
near = L/2;
keyboard = new KeyboardState();
scene = new THREE.Scene();
let cc = document.getElementById('mycanvas');
renderer = new THREE.WebGLRenderer({canvas:cc});
let size = $('#mycanvas').innerHeight();
console.log ('size' + size)
renderer.setSize(size,size);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(90,1, 1, 1000);
camera.position.z = near;
let controls = new THREE.OrbitControls(camera, renderer.domElement);
acamera = new THREE.PerspectiveCamera ();
acamera.position.set (0,0,near);
makePerspective();
actingCamera = acamera;
cameraSphere = new THREE.Mesh (new THREE.SphereGeometry (2,20,20), new THREE.MeshNormalMaterial())
scene.add (cameraSphere);
///////////////
let grid = new THREE.GridHelper (L, 10, 'white', 'white');
let grid0 = grid.clone();
grid0.position.set (0, L/2, -L/2);
scene.add (grid0);
let grid1 = grid.clone();
grid1.position.set (0, -L/2, -L/2);
scene.add (grid1);
let grid2 = grid.clone();
grid2.position.set (L/2, 0, -L/2);
grid2.rotation.z = Math.PI/2;
scene.add (grid2);
let grid3 = grid.clone();
grid3.position.set (-L/2, 0, -L/2);
grid3.rotation.z = Math.PI/2;
scene.add (grid3);
let grid4 = grid.clone();
grid4.position.set (0, 0, -L);
grid4.rotation.x = Math.PI/2;
scene.add (grid4);
let axes = new THREE.AxesHelper (10);
scene.add (axes);
}
function makePerspective() {
// set parameters
let x = acamera.position.x;
let y = acamera.position.y;
let left = -(L/2+x);
let right = L/2-x;
let top = L/2-y;
let bottom = -(L/2+y);
let far = near + L;
...