I want to to enable dat-gui controls for the threejs camera in the basic threejs example on this page:
.js/
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.CubeGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
I've tried the following code:
var params = {
z: 100
}
var gui = new dat.GUI();
gui.add(params, 'z', -500,500).step(5).onChange(function(value){
changeCameraZ(value);
});
function changeCameraZ(value){
camera.position.z = value;
}
which works, but it means that I have to write a new function:
changeBlah();
for each three.js variable I wish to change from the GUI. Is there a better, cleaner way of achieving this?
I want to to enable dat-gui controls for the threejs camera in the basic threejs example on this page:
https://github./mrdoob/three.js/
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.CubeGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
I've tried the following code:
var params = {
z: 100
}
var gui = new dat.GUI();
gui.add(params, 'z', -500,500).step(5).onChange(function(value){
changeCameraZ(value);
});
function changeCameraZ(value){
camera.position.z = value;
}
which works, but it means that I have to write a new function:
changeBlah();
for each three.js variable I wish to change from the GUI. Is there a better, cleaner way of achieving this?
Share Improve this question edited Apr 6, 2013 at 11:58 Andreas Köberle 111k58 gold badges280 silver badges307 bronze badges asked Sep 27, 2012 at 10:24 BinaromongBinaromong 5728 silver badges27 bronze badges3 Answers
Reset to default 10You could also make use of how DAT.gui makes use of references.
gui.add( camera.position , 'z', -500, 500 ).step(5)
and an example
http://jsfiddle/2WKqL/2/
This one-liner should work.
gui.add( params, 'z', -500, 500 ).step(5).onChange( function( value ){ camera.position.z = value; } );
I have created a TypeScript class to handle this scenario.
import type { PerspectiveCamera } from "three";
import * as dat from "dat.gui";
export class CameraHelper {
private camera: PerspectiveCamera;
private gui: dat.GUI;
constructor(camera: PerspectiveCamera) {
this.camera = camera;
this.gui = new dat.GUI();
this.initGUI();
}
private initGUI(): void {
const cameraFolder = this.gui.addFolder("Camera Settings");
if ("fov" in this.camera) {
cameraFolder.add(this.camera, "fov", 10, 120).onChange(() => {
this.camera.updateProjectionMatrix();
});
}
cameraFolder.add(this.camera, "near", 0.1, 100).onChange(() => {
this.camera.updateProjectionMatrix();
});
cameraFolder.add(this.camera, "far", 1, 5000).onChange(() => {
this.camera.updateProjectionMatrix();
});
const rotationFolder = cameraFolder.addFolder("Rotation");
rotationFolder.add(this.camera.rotation, "x", -Math.PI, Math.PI);
rotationFolder.add(this.camera.rotation, "y", -Math.PI, Math.PI);
rotationFolder.add(this.camera.rotation, "z", -Math.PI, Math.PI);
const positionFolder = cameraFolder.addFolder("Position");
positionFolder.add(this.camera.position, "x", 0, 100);
positionFolder.add(this.camera.position, "y", 0, 100);
positionFolder.add(this.camera.position, "z", 0, 100);
cameraFolder.open();
rotationFolder.open();
positionFolder.open();
}
}
which gets camera from my cameraManager
class and changes fov, far/near and position/rotation of the camera in the GUI. Note that,