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A Camera Control Library for three.js
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yomotsu
November 20, 2019
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A Camera Control Library for three.js
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yomotsu
November 20, 2019
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Transcript
A Camera Control Library for three.js @yomotsu 2019-11-20
FrontEnd dev at PixelGrid, Inc. Akihiro Oyamada @yomotsu
Also, an occasional three.js contributor
None
• DeviceOrientationControls • FirstPersonControls • FlyControls Camera Controls of three.js
• OrbitControls • PointerLockControls • TrackballControls https://github.com/mrdoob/three.js/tree/dev/examples/js/controls https://threejs.org/examples/?q=controls
5% 20% 75% OrbitControls Other controls No Controls ˒According to
my feeling
• DeviceOrientationControls • FirstPersonControls • FlyControls Camera Controls of three.js
• OrbitControls • PointerLockControls • TrackballControls https://github.com/mrdoob/three.js/tree/dev/examples/js/controls https://threejs.org/examples/?q=controls
• Orbital rotate via methods e.g. when user pressed a
HTML button, point of view changes. • Fit view to the target object • Boundary area of movement • Dolly to cursor You may also need:
camera-controls
FYI: Names of camera movement
https://github.com/yomotsu/camera-movement-comparison#readme
camera-controls https://www.npmjs.com/package/camera-controls
• Drag to rotate • Rotate and translate via methods
• Fit the object to view • Boundary (thanks to @FMS_Cat) • Dolly to cursor (thanks to @FMS_Cat) and more… Features
Usage of camera-controls
$ npm install --save three camera-controls Install three.js and camera-controls
Standalone script file is also available (on github)
import * as THREE from 'three'; import CameraControls from 'camera-controls';
CameraControls.install( { THREE } ); Import packages
const clock = new THREE.Clock(); const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 60, width / height, 0.01, 1000 ); camera.position.set( 0, 0, 5 ); const renderer = new THREE.WebGLRenderer(); renderer.setSize( width, height ); document.body.appendChild( renderer.domElement ); Make your scene
const controls = new CameraControls( camera, renderer.domElement ); Make a
CameraControls instance
( function anim () { const delta = clock.getDelta(); const
elapsed = clock.getElapsedTime(); requestAnimationFrame( anim ); controls.update( delta ); renderer.render( scene, camera ); } )(); Update the instance in tick function
const azimuthAngle = 30 * THREE.Math.DEG2RAD; const polarAngle = 90
* THREE.Math.DEG2RAD; const moveSmoothly = true; controls.rotateTo( azimuthAngle, polarAngle, moveSmoothly ); Run methods whenever
Demo
• Zoom(FOV) controls • Mouse button (touch) config #51 •
Write in TypeScript • Path animation TODOs
• camera-control fills the missing features of official controls. •
Available on NPM and GitHub. • Published under the MIT License. Conclusion
I hope this was useful.
Issues and PRs are welcome
• NPM: https://www.npmjs.com/package/camera-controls • GitHub: https://github.com/yomotsu/camera-controls/
gl.finish(); @yomotsu