提交 ca517008 编写于 作者: M Mr.doob

Trying to use OrthographicCamera in the GUI.

Not much luck yet, for some reason the camera zooming doesn't work  on the orthographic views :/
上级 7ec1a88d
......@@ -107,7 +107,7 @@
// Add Sphere
var geometry = new THREE.SphereGeometry( 75, 20, 10 );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
var mesh = new THREE.Mesh( geometry, material );
signals.added.dispatch( mesh );
......
......@@ -21,14 +21,14 @@ UI.Viewports = function () {
{ x: null, y: null, width: null, height: null, camera: null }
];
_views[ 0 ].camera = new THREE.PerspectiveCamera( 50, 1, 1, 5000 ); // top
_views[ 0 ].camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, - 2000, 2000 ); // top
_views[ 0 ].camera.position.y = 1000;
_views[ 0 ].camera.rotation.x = - Math.PI / 2;
_views[ 1 ].camera = new THREE.PerspectiveCamera( 50, 1, 1, 5000 ); // front
_views[ 1 ].camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, - 2000, 2000 ); // front
_views[ 1 ].camera.position.z = 1000;
_views[ 2 ].camera = new THREE.PerspectiveCamera( 50, 1, 1, 5000 ); // left
_views[ 2 ].camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, - 2000, 2000 ); // left
_views[ 2 ].camera.position.x = - 1000;
_views[ 2 ].camera.rotation.y = - Math.PI / 2;
......@@ -65,7 +65,7 @@ UI.Viewports = function () {
var _projector = new THREE.Projector();
var _renderer = new THREE.WebGLRenderer( { antialias: true } );
var _renderer = new THREE.WebGLRenderer( /*{ antialias: true }*/ );
_renderer.autoClear = false;
_renderer.domElement.addEventListener( 'mousedown', function ( event ) {
......@@ -373,13 +373,22 @@ UI.Viewports = function () {
var _updateCameras = function () {
_views[ 0 ].camera.aspect = _views[ 0 ].width / _views[ 0 ].height;
_views[ 0 ].camera.left = _views[ 0 ].width / - 2;
_views[ 0 ].camera.right = _views[ 0 ].width / 2;
_views[ 0 ].camera.top = _views[ 0 ].height / 2;
_views[ 0 ].camera.bottom = _views[ 0 ].height / - 2;
_views[ 0 ].camera.updateProjectionMatrix();
_views[ 1 ].camera.aspect = _views[ 1 ].width / _views[ 1 ].height;
_views[ 1 ].camera.left = _views[ 1 ].width / - 2;
_views[ 1 ].camera.right = _views[ 1 ].width / 2;
_views[ 1 ].camera.top = _views[ 1 ].height / 2;
_views[ 1 ].camera.bottom = _views[ 1 ].height / - 2;
_views[ 1 ].camera.updateProjectionMatrix();
_views[ 2 ].camera.aspect = _views[ 2 ].width / _views[ 2 ].height;
_views[ 2 ].camera.left = _views[ 2 ].width / - 2;
_views[ 2 ].camera.right = _views[ 2 ].width / 2;
_views[ 2 ].camera.top = _views[ 2 ].height / 2;
_views[ 2 ].camera.bottom = _views[ 2 ].height / - 2;
_views[ 2 ].camera.updateProjectionMatrix();
_views[ 3 ].camera.aspect = _views[ 3 ].width / _views[ 3 ].height;
......
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