I have two cameras in one scene and one viewport and one renderer. I toggle (using html buttons) between cameras.
THE PROBLEMS
Problem 1
For camera1 there is no response from moving the mouse. When I toggle to camera2 the orbit control works fine. Toggling back to camera1 there is still no response from moving the mouse.
jsfiddle v1 Original (no response from camera1) jsfiddle.net/steveow/xu0k1z75/
UPDATE: Problem 1, Fixed by Stallion - avoid setting camera position to (0,0,0).
Problem 2
For camera1 there remains a problem that Pan and Dolly are very slow, at least initially. They may speed up later (after panning & dollying with camera2) but are then very fast.
jsfiddle: v2 camera1 Pan & Dolly is very slow, at least initially, maybe excessive later. http://jsfiddle.net/steveow/uk94hxrp/
UPDATE: Pan & Dolly "slowness" is because camera is very close to the OrbitControls.target position (which defaults to (0,0,0)). So if I choose a different .target position the "slowness" can be avoided.
NOTES
I am currently creating a new THREE.OrbitControls object whenever I switch cameras. But previously I have tried creating two persistent THREE.OrbitControls objects during initialisation and then assigning a general variable called "controls" to whichever one is supposed to be active. I have tried setting the orbitControls to an html div "container" rather than the renderer.domElement. I have tried including controls.update() in the animation loop.
I did have it working with either camera some time ago but I cannot get back to that.
I have looked at the OrbitControls code but am none-the-wiser.
CODE (as for original Problem, Problem 1 but since modified slightly.).
Here is the camera initiation code:-
//... camera1
camera1Fov = 75;
camera1Far = 1200;
camera1 = new THREE.PerspectiveCamera( camera1Fov, window.innerWidth / window.innerHeight, 1, camera1Far );
//camera1.position.z = camera1Far;
camera1.position.set(0,0,0);
scene.add(camera1);
camera1.name = "Camera_1";
var sGeo = new THREE.SphereGeometry( 40,8,8);
var sMaterial = new THREE.MeshPhongMaterial( { color: 0xff00ff } );
Cam1Target = new THREE.Mesh(sGeo, sMaterial);
Cam1Target.position.set(0,0,-200);
scene.add(Cam1Target);
controls1 = new THREE.OrbitControls(camera1, renderer.domElement);
controls = controls1;//... initially.
camera1.lookAt( Cam1Target );
RenderCamera = camera1;
camera1_Helper = new THREE.CameraHelper( camera1 );
camera1_Helper.update();
scene.add (camera1_Helper);
// camera2
camera2 = new THREE.PerspectiveCamera( cameraFOV, window.innerWidth / window.innerHeight, 1, 20000 );
c2PosX = 5500;
c2PosY = 3500;
c2PosZ = -10000;
camera2.position.set( c2PosX, c2PosY, c2PosZ );
scene.add(camera2);
camera2.name = "Camera_2";
//controls2 = new THREE.OrbitControls(camera2, renderer.domElement);
//camera2.lookAt(camera1);
Here is the animation and camera switching and camera resetting code:-
//----------------------------------------------------------------
function F_frame()
{
//... Render
af = requestAnimationFrame(F_frame);
controls.update();
renderer.render(scene, RenderCamera);
tick+=0.001;
}//... EOF Frame().
//-------------------------------------------------------------
function F_Switch_Camera()
{
var SelectedCameraString = document.getElementById('myTextField').value;
//...toggle
if (SelectedCameraString == "camera1")
{
SelectedCameraString = "camera2";
RenderCamera = camera2;
controls = new THREE.OrbitControls(camera2, container);//renderer.domElement);
//controls.object = camera2;
//controls.update();
//controls = controls2;
} else {
SelectedCameraString = "camera1";
RenderCamera = camera1;
controls = new THREE.OrbitControls(camera1, container);//renderer.domElement);
//controls.object = camera1;
//controls.update();
//controls = controls1;
}
document.getElementById('myTextField').value = SelectedCameraString;
}
//----------------------------------------------------------------------
function F_Reset_Camera1()
{
camera1.position.set(0,0,0);
camera1.lookAt ( Cam1Target );
}
//----------------------------------------------------------------------
function F_Reset_Camera2()
{
camera2.position.set( c2PosX, c2PosY, c2PosZ );
camera2.lookAt ( camera1 );
}
UPDATE
Many thanks to user Stallion for the simple fix - don't set camera world position to (0,0,0) use (0,0,1) instead.
There is quick fix:
set camera1 position to
camera1.position.set(0,0,1);
check the fiddle http://jsfiddle.net/Stallion33/sgcfu4tt/
// Variables
var cameraDistance = 500;
var cameraFOV = 45;
var lightD = 20;
var sphereRadius = 20;
//var SelectedCameraString = "camera" ;
var camera1, camera2, RenderCamera;
var controls, controls1, controls2;
// Scene
var scene = new THREE.Scene();
// Renderer
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x008888); //scene.fog.color );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.sortObjects = false;
document.getElementById('container').appendChild(renderer.domElement);
scene.add(new THREE.AmbientLight(0xffffff));
///var light1 = new THREE.PointLight(0xffffff);
//light1.position.set(-5400, 1400, -1400);
//... camera1
camera1Fov = 75;
camera1Far = 1200;
camera1 = new THREE.PerspectiveCamera(camera1Fov, window.innerWidth / window.innerHeight, 1, camera1Far);
//camera1.position.z = camera1Far;
camera1.position.set(0, 0, 0);
/*
// Near & Far Plane dimensions
c1_hNear = 2 * Math.tan(camera1.fov * Math.PI / 180 / 2) * camera1.near; // CHANGED - deg to radians
c1_wNear = c1_hNear * camera1.aspect; // width
c1_hFar = 2 * Math.tan(camera1.fov * Math.PI / 180 / 2) * camera1.far; // CHANGED - deg to radians
c1_wFar = c1_hFar * camera1.aspect; // width
//... Frustrum Vertex Points
//... far
var camera1_farTopLeft = new THREE.Vector3(-c1_wFar / 2, c1_hFar / 2, -camera1.far); // CHANGED - sign flips
var camera1_farBottomRight = new THREE.Vector3( c1_wFar / 2, -c1_hFar / 2, -camera1.far);
var camera1_farTopRight = new THREE.Vector3( c1_wFar / 2, c1_hFar / 2, -camera1.far);
var camera1_farBottomLeft = new THREE.Vector3(-c1_wFar / 2, -c1_hFar / 2, -camera1.far);
//... near
var camera1_nearTopLeft = new THREE.Vector3(-c1_wNear / 2, c1_hNear / 2, -camera1.near); // CHANGED - sign flips
var camera1_nearBottomRight = new THREE.Vector3( c1_wNear / 2, -c1_hNear / 2, -camera1.near);
var camera1_nearTopRight = new THREE.Vector3( c1_wNear / 2, c1_hNear / 2, -camera1.near);
var camera1_nearBottomLeft = new THREE.Vector3(-c1_wNear / 2, -c1_hNear / 2, -camera1.near);
//... SW store vertices in array
Frustrum_Vertices = [];
Frustrum_Vertices.push (camera1_farTopLeft);
Frustrum_Vertices.push (camera1_farBottomRight);
Frustrum_Vertices.push (camera1_farTopRight);
Frustrum_Vertices.push (camera1_farBottomLeft);
Frustrum_Vertices.push (camera1_nearTopLeft);
Frustrum_Vertices.push (camera1_nearBottomRight);
Frustrum_Vertices.push (camera1_nearTopRight);
Frustrum_Vertices.push (camera1_nearBottomLeft);
//... Frustrum_Marker_Spheres
Frustrum_Marker_Spheres = [];
var FV = Frustrum_Vertices;
for (iii=0;iii<Frustrum_Vertices.length; iii++)
{
var sphereRadius = 60;
var FVsphereMaterial = new THREE.MeshPhongMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
if(iii>3)
{
sphereRadius = 0.05;//90;
var FVsphereMaterial = new THREE.MeshPhongMaterial( { color: 0x0000ff, side: THREE.DoubleSide } );
}
var sphereGeo = new THREE.SphereGeometry( sphereRadius, 8, 8);
var sphereMesh = new THREE.Mesh( sphereGeo, FVsphereMaterial);
Frustrum_Marker_Spheres.push ( sphereMesh );
sphereMesh.position.set( FV[iii].x, FV[iii].y, FV[iii].z );
camera1.add( sphereMesh );
}
*/
scene.add(camera1);
camera1.position.set(0, 0, 1);
camera1.name = "Camera_1";
RenderCamera = camera1;
var sGeo = new THREE.SphereGeometry(40, 8, 8);
var sMaterial = new THREE.MeshPhongMaterial({
color: 0xff00ff
});
Cam1Target = new THREE.Mesh(sGeo, sMaterial);
Cam1Target.position.set(0, 0, -200);
scene.add(Cam1Target);
controls1 = new THREE.OrbitControls(camera1, renderer.domElement);
controls = controls1; //... initially.
camera1.lookAt(Cam1Target);
camera1_Helper = new THREE.CameraHelper(camera1);
camera1_Helper.update();
scene.add(camera1_Helper);
// camera2
camera2 = new THREE.PerspectiveCamera(cameraFOV, window.innerWidth / window.innerHeight, 1, 20000);
var c2PosX = 5500;
var c2PosY = 3500;
var c2PosZ = -10000;
camera2.position.set(c2PosX, c2PosY, c2PosZ);
scene.add(camera2);
camera2.name = "Camera_2";
//controls2 = new THREE.OrbitControls(camera2, renderer.domElement);
//camera2.lookAt(camera1);
/*
// Material
var material = new THREE.MeshPhongMaterial({
color: 0xff0000,
opacity: 1,
visible: true,
side: THREE.DoubleSide
});
// Smaterial
var Smaterial = new THREE.MeshLambertMaterial({
color: 0xffff00,
opacity: 0.5,
visible: true,
transparent: true,
side: THREE.DoubleSide
});
//... Fbox
//approximation to frustrum geometry
var FboxGeo = new THREE.BoxGeometry( 200,100,500);
var FboxMesh = new THREE.Mesh(FboxGeo, Smaterial);
FboxMesh.position.set(0, 0, -125 );
//camera1.add(FboxMesh);
//====================================================
function srnd(rng){return (Math.random()*rng*2)-rng;}
//====================================================
//... make balls
var sphereRadius = 20;
for(var i=0;i<100;i++)
{
// Ball
var ballGeo = new THREE.SphereGeometry( sphereRadius, sphereRadius, sphereRadius);
var ballMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
var ballMesh = new THREE.Mesh(ballGeo, ballMaterial);
ballMesh.position.set(srnd(500),srnd(500), -camera1Far + srnd(500));
scene.add(ballMesh);
}
*/
//var tick=0;
var raf;
//var frustum = new THREE.Frustum();
F_frame();
//... END OF MAIN
//====================================================
//----------------------------------------------------------------
function F_frame() {
//... Render
raf = requestAnimationFrame(F_frame);
controls.update(); //...BAD in jsfiddle
renderer.render(scene, RenderCamera);
//tick+=0.001;
} //... EOF Frame().
//-------------------------------------------------------------
function F_Switch_Camera() {
var SelectedCameraString = document.getElementById('myTextField').value;
//...toggle
//alert("Hello");
if (SelectedCameraString == "camera1") {
SelectedCameraString = "camera2";
RenderCamera = camera2;
//controls = new THREE.OrbitControls(camera2, container);//renderer.domElement);
controls = new THREE.OrbitControls(camera2, renderer.domElement);
//controls.object = camera2;
//controls.update();
//controls = controls2;
} else {
SelectedCameraString = "camera1";
RenderCamera = camera1;
//controls = new THREE.OrbitControls(camera1, container);//renderer.domElement);
controls = new THREE.OrbitControls(camera1, renderer.domElement);
//controls.object = camera1;
//controls = controls1;
//controls.update();
}
document.getElementById('myTextField').value = SelectedCameraString;
}
//----------------------------------------------------------------------
function F_Reset_Camera1() {
camera1.position.set(0, 0, 1);
camera1.lookAt(Cam1Target);
}
//----------------------------------------------------------------------
function F_Reset_Camera2() {
camera2.position.set(c2PosX, c2PosY, c2PosZ);
camera2.lookAt(camera1);
}
#container {
height: 100%;
width: 100%;
min-height: 100%;
min-width: 100%;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.122.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.122.0/examples/js/controls/OrbitControls.min.js"></script>
<h1 id="title_A">Camera Frustrum Box</h1>
<input type="submit" id="byBtn1" value="Switch Camera" onclick="F_Switch_Camera()" />
<input type="text" id="myTextField" value="camera1" />
<input type="submit" id="byBtn2" value="Reset Camera1" onclick="F_Reset_Camera1()" />
<input type="submit" id="byBtn3" value="Reset Camera2" onclick="F_Reset_Camera2()" />
<div id="container"></div>