In the live snippet below (also at https://jsfiddle.net/gpolyn/bpo7t7f6), I offer optional dynamic updating of PerspectiveCamera's lookAt parameter and fov in the three.js render cycle. (My goal is to fill as much of the viewport as possible with the subject cube, through all orbit positions.)
I suspect that lack of precision in the matrix math code used to calculate my dynamic fov and lookAt paramters (three.js uses Float32 arrays) causes the jitter/shaking I notice in the cube when orbiting with the dynamic options selected from the controls.
(The matrix operations can be found in the snippet addExtrema function.)
In my demo, my highest goal is to remove jitter/shaking in case 1, described here:
- the "dynamicFovAndLookAt" control option uses dynamic
fovandlookAtupdating causing quite a bit of jitter in the cube, no matter the orbit position; thefovandlookAtparameters can be seen fluctuating in the demo's lower right status box; - "dynamicFov" uses dynamic
fovupdating causing some jitter in the cube, depending on orbiting; thefovparameter in the lower right status box will vary due to the dynamic recalculation; - the "boundingSphere" option uses no dynamic
fov,lookAtupdating and the cube exhibits no jitter/shake through orbiting – thefovandlookAtparameters are constant in the lower right status box.
(Orbit position is reported in the lower left corner of the demo, while one of the box corners has a green dot to aid any discussion of the jitter effect.)
var renderer, scene, camera, controls;
var object;
var vertices3;
var cloud;
var boxToBufferAlphaMapping = {
0: 0,
2: 1,
1: 2,
3: 4,
6: 7,
7: 10,
5: 8,
4: 6
}
var lastAlphas = [];
var canvasWidth, canvasHeight;
var windowMatrix;
var boundingSphere;
var figure;
var fovWidth, fovDistance, fovHeight;
var newFov, newLookAt;
var dist, height, fov, lookAt;
var aspect;
var CONSTANT_FOR_FOV_CALC = 180 / Math.PI;
var mat3;
var CORNERS = 8;
var ndc = new Array(CORNERS);
var USE_GREEN_DOTS = false;
var stats, orbitPosition, cameraFacts;
var useDynamicFov;
var datGuiData = {};
init();
render();
afterInit();
animate();
function init() {
mat3 = new THREE.Matrix4();
canvasWidth = window.innerWidth;
canvasHeight = window.innerHeight;
aspect = canvasWidth / canvasHeight;
// renderer
<!-- renderer = new THREE.WebGLRenderer({antialias:true, logarithmicDepthBuffer:true}); -->
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(canvasWidth, canvasHeight);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// object
var geometry = new THREE.BoxGeometry(4, 4, 6);
// too lazy to add edges without EdgesHelper...
var material = new THREE.MeshBasicMaterial({
transparent: true,
opacity: 0
});
var cube = new THREE.Mesh(geometry, material);
object = cube;
// bounding sphere used for orbiting control in render
object.geometry.computeBoundingSphere();
boundingSphere = object.geometry.boundingSphere;
cube.position.set(2, 2, 3)
// awkward, but couldn't transfer cube position to sphere...
boundingSphere.translate(new THREE.Vector3(2, 2, 3));
// save vertices for subsequent use
vertices = cube.geometry.vertices;
var edges = new THREE.EdgesHelper(cube)
scene.add(edges);
scene.add(cube);
<!-- if (USE_GREEN_DOTS) addGreenDotsToScene(geometry); -->
addGreenDotsToScene(geometry);
// camera
<!-- camera = new THREE.PerspectiveCamera( 17, window.innerWidth / window.innerHeight, 20, 40 ); -->
camera = new THREE.PerspectiveCamera(17, window.innerWidth / window.innerHeight);
camera.position.set(20, 20, 20);
// controls
controls = new THREE.OrbitControls(camera);
controls.maxPolarAngle = 0.5 * Math.PI;
controls.minAzimuthAngle = 0;
controls.maxAzimuthAngle = 0.5 * Math.PI;
controls.enableZoom = false;
// performance monitor
stats = new Stats();
document.body.appendChild(stats.dom);
// orbitposition tracker
orbitPosition = new THREEg.OrbitReporter()
orbitPosition.domElement.style.position = 'absolute'
orbitPosition.domElement.style.left = '0px'
orbitPosition.domElement.style.bottom = '0px'
document.body.appendChild(orbitPosition.domElement)
// camera facts
cameraFacts = new THREEg.CameraReporter()
cameraFacts.domElement.style.position = 'absolute'
cameraFacts.domElement.style.right = '0px'
cameraFacts.domElement.style.bottom = '0px'
document.body.appendChild(cameraFacts.domElement)
// ambient
scene.add(new THREE.AmbientLight(0x222222));
// axes
scene.add(new THREE.AxisHelper(20));
// initial settings
dist = boundingSphere.distanceToPoint(camera.position);
height = boundingSphere.radius * 2;
fov = 2 * Math.atan(height / (2 * dist)) * (CONSTANT_FOR_FOV_CALC);
newFov = fov;
lookAt = new THREE.Vector3(2, 2, 3); // center of box
newLookAt = lookAt;
// dat.gui
window.onload = function() {
var view = datGuiData;
view.boundingSphere = true;
view.dynamicFov = false;
view.dynamicFovAndLookAt = false;
var gui = new dat.GUI();
var CB1Controller = gui.add(view, 'boundingSphere').listen();
CB1Controller.onChange(function(value) {
view.boundingSphere = true;
view.dynamicFov = false;
view.dynamicFovAndLookAt = false;
});
var CB2Controller = gui.add(view, 'dynamicFov').listen();
CB2Controller.onChange(function(value) {
view.boundingSphere = false;
view.dynamicFov = true;
view.dynamicFovAndLookAt = false;
});
var CB3Controller = gui.add(view, 'dynamicFovAndLookAt').listen();
CB3Controller.onChange(function(value) {
view.boundingSphere = false;
view.dynamicFov = true;
view.dynamicFovAndLookAt = true;
});
};
}
function addExtrema() {
// thread A
mat3.multiplyMatrices(camera.matrixWorld, mat3.getInverse(camera.projectionMatrix));
// thread B
var scratchVar;
var topIdx, bottomIdx, leftIdx, rightIdx;
var top = Number.NEGATIVE_INFINITY;
var bottom = Number.POSITIVE_INFINITY;
var right = Number.NEGATIVE_INFINITY;
var left = Number.POSITIVE_INFINITY;
var closestVertex, closestVertexDistance = Number.POSITIVE_INFINITY;
var vtx;
for (var i = 0; i < CORNERS; i++) {
scratchVar = vertices3[i].clone().applyMatrix4(camera.matrixWorldInverse);
scratchVar.applyMatrix4(camera.projectionMatrix);
scratchVar.divideScalar(scratchVar.w)
ndc[i] = scratchVar;
vtx = ndc[i];
if (vtx.x < left) {
left = vtx.x;
leftIdx = i;
} else if (vtx.x > right) {
right = vtx.x;
rightIdx = i;
}
if (vtx.y < bottom) {
bottom = vtx.y;
bottomIdx = i;
} else if (vtx.y > top) {
top = vtx.y;
topIdx = i;
}
if (vtx.z < closestVertexDistance) {
closestVertex = i;
closestVertexDistance = vtx.z;
}
}
var yNDCPercentCoverage = (Math.abs(ndc[topIdx].y) + Math.abs(ndc[bottomIdx].y)) / 2;
yNDCPercentCoverage = Math.min(1, yNDCPercentCoverage);
var xNDCPercentCoverage = (Math.abs(ndc[leftIdx].x) + Math.abs(ndc[rightIdx].x)) / 2;
xNDCPercentCoverage = Math.min(1, xNDCPercentCoverage);
var ulCoords = [ndc[leftIdx].x, ndc[topIdx].y, closestVertexDistance, 1]
var blCoords = [ndc[leftIdx].x, ndc[bottomIdx].y, closestVertexDistance, 1]
var urCoords = [ndc[rightIdx].x, ndc[topIdx].y, closestVertexDistance, 1]
var ul = new THREE.Vector4().fromArray(ulCoords);
ul.applyMatrix4(mat3).divideScalar(ul.w);
var bl = new THREE.Vector4().fromArray(blCoords);
bl.applyMatrix4(mat3).divideScalar(bl.w);
var ur = new THREE.Vector4().fromArray(urCoords);
ur.applyMatrix4(mat3).divideScalar(ur.w);
var center = new THREE.Vector3();
center.addVectors(ur, bl);
center.divideScalar(2);
var dist = camera.position.distanceTo(center);
var upperLeft = new THREE.Vector3().fromArray(ul.toArray().slice(0, 3));
var p;
if ((1 - yNDCPercentCoverage) < (1 - xNDCPercentCoverage)) { // height case
var bottomLeft = new THREE.Vector3().fromArray(bl.toArray().slice(0, 3));
var height = upperLeft.distanceTo(bottomLeft);
p = 2 * Math.atan(height / (2 * dist)) * (CONSTANT_FOR_FOV_CALC);
} else { // width case
var upperRight = new THREE.Vector3().fromArray(ur.toArray().slice(0, 3));
var width = upperRight.distanceTo(upperLeft);
p = 2 * Math.atan((width / aspect) / (2 * dist)) * (CONSTANT_FOR_FOV_CALC);
}
if (datGuiData.dynamicFovAndLookAt || datGuiData.dynamicFov) {
newFov = p;
} else {
dist = boundingSphere.distanceToPoint(camera.position);
height = boundingSphere.radius * 2;
newFov = 2 * Math.atan(height / (2 * dist)) * (CONSTANT_FOR_FOV_CALC);
}
if (datGuiData.dynamicFovAndLookAt == true) {
newLookAt = center;
} else {
newLookAt = lookAt;
}
if (USE_GREEN_DOTS) {
var alphas = cloud.geometry.attributes.alpha;
// make last points invisible
lastAlphas.forEach(function(alphaIndex) {
alphas.array[alphaIndex] = 0.0;
});
// now, make new points visible...
// (boxToBufferAlphaMapping is a BufferGeometry-Object3D geometry
// map between the object and green dots)
alphas.array[boxToBufferAlphaMapping[rightIdx]] = 1.0;
alphas.array[boxToBufferAlphaMapping[bottomIdx]] = 1.0;
alphas.array[boxToBufferAlphaMapping[topIdx]] = 1.0;
alphas.array[boxToBufferAlphaMapping[leftIdx]] = 1.0;
// store visible points for next cycle
lastAlphas = [boxToBufferAlphaMapping[rightIdx]];
lastAlphas.push(boxToBufferAlphaMapping[bottomIdx])
lastAlphas.push(boxToBufferAlphaMapping[topIdx])
lastAlphas.push(boxToBufferAlphaMapping[leftIdx])
alphas.needsUpdate = true;
}
}
function addGreenDotsToScene(geometry) {
var bg = new THREE.BufferGeometry();
bg.fromGeometry(geometry);
bg.translate(2, 2, 3); // yucky, and quick
var numVertices = bg.attributes.position.count;
var alphas = new Float32Array(numVertices * 1); // 1 values per vertex
<!-- for( var i = 0; i < numVertices; i ++ ) { -->
<!-- alphas[ i ] = 1; -->
<!-- } -->
alphas[2] = 1;
bg.addAttribute('alpha', new THREE.BufferAttribute(alphas, 1));
var uniforms = {
color: {
type: "c",
value: new THREE.Color(0x00ff00)
},
};
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
transparent: true
});
cloud = new THREE.Points(bg, shaderMaterial);
scene.add(cloud);
}
function afterInit() {
windowMatrix = new THREE.Matrix4();
windowMatrix.set(canvasWidth / 2, 0, 0, canvasWidth / 2, 0, canvasHeight / 2, 0, canvasHeight / 2, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
var vertices2 = object.geometry.vertices.map(function(vtx) {
return (new THREE.Vector4(vtx.x, vtx.y, vtx.z));
});
// create 'world-space' geometry points, using
// model ('world') matrix
vertices3 = vertices2.map(function(vt) {
return vt.applyMatrix4(object.matrixWorld);
})
}
function render() {
<!-- console.log({far: camera.far, camera_near: camera.near}) -->
camera.lookAt(newLookAt);
camera.fov = newFov;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
render();
addExtrema()
stats.update();
orbitPosition.update(controls);
cameraFacts.update(camera, newLookAt);
}
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
.dg .c {
width: 40%
}
.dg .property-name {
width: 60%
}
<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/libs/stats.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<script src="https://rawgit.com/gpolyn/789d63a662c1768320756f68a6099f15/raw/3a0f323bb284b09e624a11f93ff4055e23adea80/OrbitReporter.js"></script>
<script src="https://rawgit.com/gpolyn/70352cb34c7900ed2489400d4ecc45f7/raw/7b6e7e6bb3e175d4145879ef1afdeb38c31cf785/camera_reporter.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/libs/dat.gui.min.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
attribute float alpha; varying float vAlpha; void main() { vAlpha = alpha; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_PointSize = 8.0; gl_Position = projectionMatrix * mvPosition; }
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color; varying float vAlpha; void main() { gl_FragColor = vec4( color, vAlpha ); }
</script>
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