I am trying to adjust a PlaneGeometry
to match the screen dimensions and calculate the camera distance so that it fills the entire screen width or height without exceeding the screen boundaries. I have already added renderer.domElement
to the page. However, I need to ensure that the PlaneGeometry
dimensions match those of renderer.domElement
and calculate the appropriate camera distance.
Requirements
-
Get the width and height of
renderer.domElement
. -
Adjust the
PlaneGeometry
dimensions to match those ofrenderer.domElement
. -
Calculate the camera distance so that the
PlaneGeometry
fills the entire screen without exceeding the screen boundaries.
Expected Result
-
The
PlaneGeometry
dimensions should match those ofrenderer.domElement
. -
The camera distance should be calculated appropriately so that the
PlaneGeometry
fills the entire screen without exceeding the screen boundaries.
Code Example
import * as THREE from 'three';
// Create scene, camera, and renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Get the width and height of renderer.domElement
const screenWidth = renderer.domElement.clientWidth;
const screenHeight = renderer.domElement.clientHeight;
// Create PlaneGeometry
const planeGeometry = new THREE.PlaneGeometry(20, 30);// Width and height
const planeMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(planeMesh);
// `PlaneGeometry` 的宽度和高度
const planeWidth = planeGeometry.parameters.width;
const planeHeight = planeGeometry.parameters.height;
// Camera field of view (vertical)
const fovRadians = THREE.MathUtils.degToRad(camera.fov);
// Calculate camera distance
function calculateCameraDistance(screenWidth: number, screenHeight: number, planeWidth: number, planeHeight: number): number {
const planeAspectRatio = planeWidth / planeHeight;
const screenAspectRatio = screenWidth / screenHeight;
if (planeAspectRatio > screenAspectRatio) {
// Width fills screen width
return (planeWidth / 2) / (Math.tan(fovRadians / 2) * (screenWidth / (2 * screenHeight)));
} else {
// Height fills screen height
return planeHeight / (2 * Math.tan(fovRadians / 2));
}
}
// Calculate camera distance
const cameraDistance = calculateCameraDistance(screenWidth, screenHeight, planeWidth , planeHeight );
// Set camera position
camera.position.z = cameraDistance;
console.log(`Camera Distance: ${cameraDistance}`);
// Render scene
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
Question
How can I ensure that the PlaneGeometry
dimensions match screen width or height and calculate the appropriate camera distance so that the PlaneGeometry
fills the entire screen without exceeding the screen boundaries?