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								<!DOCTYPE html><html lang="en"><head>
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								    <meta charset="utf-8">
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								    <title>Cameras</title>
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								    <meta name="twitter:title" content="Three.js – Cameras">
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								      <div class="lesson-title">
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								        <h1>Cameras</h1>
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								      </div>
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								      <div class="lesson">
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								        <div class="lesson-main">
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								          <p>This article is one in a series of articles about three.js.
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								The first article was <a href="fundamentals.html">about fundamentals</a>.
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								If you haven't read that yet you might want to start there.</p>
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								<p>Let's talk about cameras in three.js. We covered some of this in the <a href="fundamentals.html">first article</a> but we'll cover it in more detail here.</p>
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								<p>The most common camera in three.js and the one we've been using up to this point is
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								the <a href="/docs/#api/en/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a>. It gives a 3d view where things in the distance appear
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								smaller than things up close.</p>
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								<p>The <a href="/docs/#api/en/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a> defines a <em>frustum</em>. <a href="https://en.wikipedia.org/wiki/Frustum">A <em>frustum</em> is a solid pyramid shape with
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								the tip cut off</a>.
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								By name of a solid I mean for example a cube, a cone, a sphere, a cylinder,
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								and a frustum are all names of different kinds of solids.</p>
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								<div class="spread">
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								  <div><div data-diagram="shapeCube"></div><div>cube</div></div>
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								  <div><div data-diagram="shapeCone"></div><div>cone</div></div>
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								  <div><div data-diagram="shapeSphere"></div><div>sphere</div></div>
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								  <div><div data-diagram="shapeCylinder"></div><div>cylinder</div></div>
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								  <div><div data-diagram="shapeFrustum"></div><div>frustum</div></div>
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								</div>
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								<p>I only point that out because I didn't know it for years. Some book or page would mention
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								<em>frustum</em> and my eyes would glaze over. Understanding it's the name of a type of solid
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								shape made those descriptions suddenly make more sense 😅</p>
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								<p>A <a href="/docs/#api/en/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a> defines its frustum based on 4 properties. <code class="notranslate" translate="no">near</code> defines where the
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								front of the frustum starts. <code class="notranslate" translate="no">far</code> defines where it ends. <code class="notranslate" translate="no">fov</code>, the field of view, defines
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								how tall the front and back of the frustum are by computing the correct height to get
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								the specified field of view at <code class="notranslate" translate="no">near</code> units from the camera. The <code class="notranslate" translate="no">aspect</code> defines how
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								wide the front and back of the frustum are. The width of the frustum is just the height
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								multiplied by the aspect.</p>
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								<p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p>
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								<p>Let's use the scene from <a href="lights.html">the previous article</a> that has a ground
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								plane, a sphere, and a cube and make it so we can adjust the camera's settings.</p>
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								<p>To do that we'll make a <code class="notranslate" translate="no">MinMaxGUIHelper</code> for the <code class="notranslate" translate="no">near</code> and <code class="notranslate" translate="no">far</code> settings so <code class="notranslate" translate="no">far</code>
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								is always greater than <code class="notranslate" translate="no">near</code>. It will have <code class="notranslate" translate="no">min</code> and <code class="notranslate" translate="no">max</code> properties that lil-gui
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								will adjust. When adjusted they'll set the 2 properties we specify.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class MinMaxGUIHelper {
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								  constructor(obj, minProp, maxProp, minDif) {
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								    this.obj = obj;
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								    this.minProp = minProp;
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								    this.maxProp = maxProp;
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								    this.minDif = minDif;
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								  }
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								  get min() {
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								    return this.obj[this.minProp];
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								  }
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								  set min(v) {
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								    this.obj[this.minProp] = v;
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								    this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
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								  }
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								  get max() {
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								    return this.obj[this.maxProp];
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								  }
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								  set max(v) {
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								    this.obj[this.maxProp] = v;
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								    this.min = this.min;  // this will call the min setter
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								  }
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								}
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								</pre>
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								<p>Now we can setup our GUI like this</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function updateCamera() {
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								  camera.updateProjectionMatrix();
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								}
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						|
								
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								const gui = new GUI();
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								gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
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								const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
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								gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
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								gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
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								</pre>
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								<p>Anytime the camera's settings change we need to call the camera's
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								<a href="/docs/#api/en/cameras/PerspectiveCamera#updateProjectionMatrix"><code class="notranslate" translate="no">updateProjectionMatrix</code></a> function
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								so we made a function called <code class="notranslate" translate="no">updateCamera</code> add passed it to lil-gui to call it when things change.</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-perspective.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/cameras-perspective.html" target="_blank">click here to open in a separate window</a>
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								</div>
							 | 
						|
								
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								<p></p>
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								<p>You can adjust the values and see how they work. Note we didn't make <code class="notranslate" translate="no">aspect</code> settable since
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								it's taken from the size of the window so if you want to adjust the aspect open the example
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								in a new window and then size the window.</p>
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								<p>Still, I think it's a little hard to see so let's change the example so it has 2 cameras.
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								One will show our scene as we see it above, the other will show another camera looking at the
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								scene the first camera is drawing and showing that camera's frustum.</p>
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								<p>To do this we can use the scissor function of three.js.
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								Let's change it to draw 2 scenes with 2 cameras side by side using the scissor function</p>
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								<p>First off let's use some HTML and CSS to define 2 side by side elements. This will also
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								help us with events so both cameras can easily have their own <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>.</p>
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								<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
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								  <canvas id="c"></canvas>
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								+  <div class="split">
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						|
								+     <div id="view1" tabindex="1"></div>
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						|
								+     <div id="view2" tabindex="2"></div>
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								+  </div>
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								</body>
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						|
								</pre>
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								<p>And the CSS that will make those 2 views show up side by side overlaid on top of
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								the canvas</p>
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								<pre class="prettyprint showlinemods notranslate lang-css" translate="no">.split {
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								  position: absolute;
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								  left: 0;
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								  top: 0;
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								  width: 100%;
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								  height: 100%;
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								  display: flex;
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						|
								}
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								.split>div {
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								  width: 100%;
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						|
								  height: 100%;
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						|
								}
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						|
								</pre>
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								<p>Then in our code we'll add a <a href="/docs/#api/en/helpers/CameraHelper"><code class="notranslate" translate="no">CameraHelper</code></a>. A <a href="/docs/#api/en/helpers/CameraHelper"><code class="notranslate" translate="no">CameraHelper</code></a> draws the frustum for a <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a></p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cameraHelper = new THREE.CameraHelper(camera);
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						|
								
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								...
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						|
								
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								scene.add(cameraHelper);
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								</pre>
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								<p>Now let's look up the 2 view elements.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const view1Elem = document.querySelector('#view1');
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						|
								const view2Elem = document.querySelector('#view2');
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						|
								</pre>
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								<p>And we'll set our existing <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> to respond to the first
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								view element only.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const controls = new OrbitControls(camera, canvas);
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								+const controls = new OrbitControls(camera, view1Elem);
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						|
								</pre>
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								<p>Let's make a second <a href="/docs/#api/en/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a> and a second <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>.
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						|
								The second <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> is tied to the second camera and gets input
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						|
								from the second view element.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const camera2 = new THREE.PerspectiveCamera(
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								  60,  // fov
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								  2,   // aspect
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								  0.1, // near
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								  500, // far
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						|
								);
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								camera2.position.set(40, 10, 30);
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						|
								camera2.lookAt(0, 5, 0);
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						|
								
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								const controls2 = new OrbitControls(camera2, view2Elem);
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								controls2.target.set(0, 5, 0);
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						|
								controls2.update();
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						|
								</pre>
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								<p>Finally we need to render the scene from the point of view of each
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						|
								camera using the scissor function to only render to part of the canvas.</p>
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						|
								<p>Here is a function that given an element will compute the rectangle
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						|
								of that element that overlaps the canvas. It will then set the scissor
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								and viewport to that rectangle and return the aspect for that size.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function setScissorForElement(elem) {
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						|
								  const canvasRect = canvas.getBoundingClientRect();
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						|
								  const elemRect = elem.getBoundingClientRect();
							 | 
						|
								
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						|
								  // compute a canvas relative rectangle
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						|
								  const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left;
							 | 
						|
								  const left = Math.max(0, elemRect.left - canvasRect.left);
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						|
								  const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top;
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						|
								  const top = Math.max(0, elemRect.top - canvasRect.top);
							 | 
						|
								
							 | 
						|
								  const width = Math.min(canvasRect.width, right - left);
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						|
								  const height = Math.min(canvasRect.height, bottom - top);
							 | 
						|
								
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						|
								  // setup the scissor to only render to that part of the canvas
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						|
								  const positiveYUpBottom = canvasRect.height - bottom;
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						|
								  renderer.setScissor(left, positiveYUpBottom, width, height);
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						|
								  renderer.setViewport(left, positiveYUpBottom, width, height);
							 | 
						|
								
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								  // return the aspect
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						|
								  return width / height;
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						|
								}
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						|
								</pre>
							 | 
						|
								<p>And now we can use that function to draw the scene twice in our <code class="notranslate" translate="no">render</code> function</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">  function render() {
							 | 
						|
								
							 | 
						|
								-    if (resizeRendererToDisplaySize(renderer)) {
							 | 
						|
								-      const canvas = renderer.domElement;
							 | 
						|
								-      camera.aspect = canvas.clientWidth / canvas.clientHeight;
							 | 
						|
								-      camera.updateProjectionMatrix();
							 | 
						|
								-    }
							 | 
						|
								
							 | 
						|
								+    resizeRendererToDisplaySize(renderer);
							 | 
						|
								+
							 | 
						|
								+    // turn on the scissor
							 | 
						|
								+    renderer.setScissorTest(true);
							 | 
						|
								+
							 | 
						|
								+    // render the original view
							 | 
						|
								+    {
							 | 
						|
								+      const aspect = setScissorForElement(view1Elem);
							 | 
						|
								+
							 | 
						|
								+      // adjust the camera for this aspect
							 | 
						|
								+      camera.aspect = aspect;
							 | 
						|
								+      camera.updateProjectionMatrix();
							 | 
						|
								+      cameraHelper.update();
							 | 
						|
								+
							 | 
						|
								+      // don't draw the camera helper in the original view
							 | 
						|
								+      cameraHelper.visible = false;
							 | 
						|
								+
							 | 
						|
								+      scene.background.set(0x000000);
							 | 
						|
								+
							 | 
						|
								+      // render
							 | 
						|
								+      renderer.render(scene, camera);
							 | 
						|
								+    }
							 | 
						|
								+
							 | 
						|
								+    // render from the 2nd camera
							 | 
						|
								+    {
							 | 
						|
								+      const aspect = setScissorForElement(view2Elem);
							 | 
						|
								+
							 | 
						|
								+      // adjust the camera for this aspect
							 | 
						|
								+      camera2.aspect = aspect;
							 | 
						|
								+      camera2.updateProjectionMatrix();
							 | 
						|
								+
							 | 
						|
								+      // draw the camera helper in the 2nd view
							 | 
						|
								+      cameraHelper.visible = true;
							 | 
						|
								+
							 | 
						|
								+      scene.background.set(0x000040);
							 | 
						|
								+
							 | 
						|
								+      renderer.render(scene, camera2);
							 | 
						|
								+    }
							 | 
						|
								
							 | 
						|
								-    renderer.render(scene, camera);
							 | 
						|
								
							 | 
						|
								    requestAnimationFrame(render);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  requestAnimationFrame(render);
							 | 
						|
								}
							 | 
						|
								</pre>
							 | 
						|
								<p>The code above sets the background color of the scene when rendering the
							 | 
						|
								second view to dark blue just to make it easier to distinguish the two views.</p>
							 | 
						|
								<p>We can also remove our <code class="notranslate" translate="no">updateCamera</code> code since we're updating everything
							 | 
						|
								in the <code class="notranslate" translate="no">render</code> function.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function updateCamera() {
							 | 
						|
								-  camera.updateProjectionMatrix();
							 | 
						|
								-}
							 | 
						|
								
							 | 
						|
								const gui = new GUI();
							 | 
						|
								-gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
							 | 
						|
								+gui.add(camera, 'fov', 1, 180);
							 | 
						|
								const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
							 | 
						|
								-gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
							 | 
						|
								-gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
							 | 
						|
								+gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near');
							 | 
						|
								+gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far');
							 | 
						|
								</pre>
							 | 
						|
								<p>And now you can use one view to see the frustum of the other.</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-perspective-2-scenes.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/cameras-perspective-2-scenes.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>On the left you can see the original view and on the right you can
							 | 
						|
								see a view showing the frustum of the camera on the left. As you adjust
							 | 
						|
								<code class="notranslate" translate="no">near</code>, <code class="notranslate" translate="no">far</code>, <code class="notranslate" translate="no">fov</code> and move the camera with mouse you can see that
							 | 
						|
								only what's inside the frustum shown on the right appears in the scene on
							 | 
						|
								the left.</p>
							 | 
						|
								<p>Adjust <code class="notranslate" translate="no">near</code> up to around 20 and you'll easily see the front of objects
							 | 
						|
								disappear as they are no longer in the frustum. Adjust <code class="notranslate" translate="no">far</code> below about 35
							 | 
						|
								and you'll start to see the ground plane disappear as it's no longer in
							 | 
						|
								the frustum.</p>
							 | 
						|
								<p>This brings up the question, why not just set <code class="notranslate" translate="no">near</code> to 0.0000000001 and <code class="notranslate" translate="no">far</code>
							 | 
						|
								to 10000000000000 or something like that so you can just see everything?
							 | 
						|
								The reason is your GPU only has so much precision to decide if something
							 | 
						|
								is in front or behind something else. That precision is spread out between
							 | 
						|
								<code class="notranslate" translate="no">near</code> and <code class="notranslate" translate="no">far</code>. Worse, by default the precision close the camera is detailed
							 | 
						|
								and the precision far from the camera is coarse. The units start with <code class="notranslate" translate="no">near</code>
							 | 
						|
								and slowly expand as they approach <code class="notranslate" translate="no">far</code>.</p>
							 | 
						|
								<p>Starting with the top example, let's change the code to insert 20 spheres in a
							 | 
						|
								row.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
							 | 
						|
								  const sphereRadius = 3;
							 | 
						|
								  const sphereWidthDivisions = 32;
							 | 
						|
								  const sphereHeightDivisions = 16;
							 | 
						|
								  const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
							 | 
						|
								  const numSpheres = 20;
							 | 
						|
								  for (let i = 0; i < numSpheres; ++i) {
							 | 
						|
								    const sphereMat = new THREE.MeshPhongMaterial();
							 | 
						|
								    sphereMat.color.setHSL(i * .73, 1, 0.5);
							 | 
						|
								    const mesh = new THREE.Mesh(sphereGeo, sphereMat);
							 | 
						|
								    mesh.position.set(-sphereRadius - 1, sphereRadius + 2, i * sphereRadius * -2.2);
							 | 
						|
								    scene.add(mesh);
							 | 
						|
								  }
							 | 
						|
								}
							 | 
						|
								</pre>
							 | 
						|
								<p>and let's set <code class="notranslate" translate="no">near</code> to 0.00001</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 45;
							 | 
						|
								const aspect = 2;  // the canvas default
							 | 
						|
								-const near = 0.1;
							 | 
						|
								+const near = 0.00001;
							 | 
						|
								const far = 100;
							 | 
						|
								const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
							 | 
						|
								</pre>
							 | 
						|
								<p>We also need to tweak the GUI code a little to allow 0.00001 if the value is edited</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
							 | 
						|
								+gui.add(minMaxGUIHelper, 'min', 0.00001, 50, 0.00001).name('near').onChange(updateCamera);
							 | 
						|
								</pre>
							 | 
						|
								<p>What do you think will happen?</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-z-fighting.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/cameras-z-fighting.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>This is an example of <em>z fighting</em> where the GPU on your computer does not have
							 | 
						|
								enough precision to decide which pixels are in front and which pixels are behind.</p>
							 | 
						|
								<p>Just in case the issue doesn't show on your machine here's what I see on mine</p>
							 | 
						|
								<div class="threejs_center"><img src="../resources/images/z-fighting.png" style="width: 570px;"></div>
							 | 
						|
								
							 | 
						|
								<p>One solution is to tell three.js use to a different method to compute which
							 | 
						|
								pixels are in front and which are behind. We can do that by enabling
							 | 
						|
								<code class="notranslate" translate="no">logarithmicDepthBuffer</code> when we create the <a href="/docs/#api/en/renderers/WebGLRenderer"><code class="notranslate" translate="no">WebGLRenderer</code></a></p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const renderer = new THREE.WebGLRenderer({canvas});
							 | 
						|
								+const renderer = new THREE.WebGLRenderer({
							 | 
						|
								+  canvas,
							 | 
						|
								+  logarithmicDepthBuffer: true,
							 | 
						|
								+});
							 | 
						|
								</pre>
							 | 
						|
								<p>and with that it might work</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-logarithmic-depth-buffer.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/cameras-logarithmic-depth-buffer.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>If this didn't fix the issue for you then you've run into one reason why
							 | 
						|
								you can't always use this solution. That reason is because only certain GPUs
							 | 
						|
								support it. As of September 2018 almost no mobile devices support this
							 | 
						|
								solution whereas most desktops do.</p>
							 | 
						|
								<p>Another reason not to choose this solution is it can be significantly slower
							 | 
						|
								than the standard solution.</p>
							 | 
						|
								<p>Even with this solution there is still limited resolution. Make <code class="notranslate" translate="no">near</code> even
							 | 
						|
								smaller or <code class="notranslate" translate="no">far</code> even bigger and you'll eventually run into the same issues.</p>
							 | 
						|
								<p>What that means is that you should always make an effort to choose a <code class="notranslate" translate="no">near</code>
							 | 
						|
								and <code class="notranslate" translate="no">far</code> setting that fits your use case. Set <code class="notranslate" translate="no">near</code> as far away from the camera
							 | 
						|
								as you can and not have things disappear. Set <code class="notranslate" translate="no">far</code> as close to the camera
							 | 
						|
								as you can and not have things disappear. If you're trying to draw a giant
							 | 
						|
								scene and show a close up of someone's face so you can see their eyelashes
							 | 
						|
								while in the background you can see all the way to mountains 50 kilometers
							 | 
						|
								in the distance well then you'll need to find other creative solutions that
							 | 
						|
								maybe we'll go over later. For now, just be aware you should take care
							 | 
						|
								to choose appropriate <code class="notranslate" translate="no">near</code> and <code class="notranslate" translate="no">far</code> values for your needs.</p>
							 | 
						|
								<p>The 2nd most common camera is the <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>. Rather than
							 | 
						|
								specify a frustum it specifies a box with the settings <code class="notranslate" translate="no">left</code>, <code class="notranslate" translate="no">right</code>
							 | 
						|
								<code class="notranslate" translate="no">top</code>, <code class="notranslate" translate="no">bottom</code>, <code class="notranslate" translate="no">near</code>, and <code class="notranslate" translate="no">far</code>. Because it's projecting a box
							 | 
						|
								there is no perspective.</p>
							 | 
						|
								<p>Let's change the 2 view example above to use an <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>
							 | 
						|
								in the first view.</p>
							 | 
						|
								<p>First let's setup an <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = -1;
							 | 
						|
								const right = 1;
							 | 
						|
								const top = 1;
							 | 
						|
								const bottom = -1;
							 | 
						|
								const near = 5;
							 | 
						|
								const far = 50;
							 | 
						|
								const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
							 | 
						|
								camera.zoom = 0.2;
							 | 
						|
								</pre>
							 | 
						|
								<p>We set <code class="notranslate" translate="no">left</code> and <code class="notranslate" translate="no">bottom</code> to -1 and <code class="notranslate" translate="no">right</code> and <code class="notranslate" translate="no">top</code> to 1. This would make
							 | 
						|
								a box 2 units wide and 2 units tall but we're going to adjust the <code class="notranslate" translate="no">left</code> and <code class="notranslate" translate="no">top</code>
							 | 
						|
								by the aspect of the rectangle we're drawing to. We'll use the <code class="notranslate" translate="no">zoom</code> property
							 | 
						|
								to make it easy to adjust how many units are actually shown by the camera.</p>
							 | 
						|
								<p>Let's add a GUI setting for <code class="notranslate" translate="no">zoom</code></p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI();
							 | 
						|
								+gui.add(camera, 'zoom', 0.01, 1, 0.01).listen();
							 | 
						|
								</pre>
							 | 
						|
								<p>The call to <code class="notranslate" translate="no">listen</code> tells lil-gui to watch for changes. This is here because
							 | 
						|
								the <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> can also control zoom. For example the scroll wheel on
							 | 
						|
								a mouse will zoom via the <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>.</p>
							 | 
						|
								<p>Last we just need to change the part that renders the left
							 | 
						|
								side to update the <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
							 | 
						|
								  const aspect = setScissorForElement(view1Elem);
							 | 
						|
								
							 | 
						|
								  // update the camera for this aspect
							 | 
						|
								-  camera.aspect = aspect;
							 | 
						|
								+  camera.left   = -aspect;
							 | 
						|
								+  camera.right  =  aspect;
							 | 
						|
								  camera.updateProjectionMatrix();
							 | 
						|
								  cameraHelper.update();
							 | 
						|
								
							 | 
						|
								  // don't draw the camera helper in the original view
							 | 
						|
								  cameraHelper.visible = false;
							 | 
						|
								
							 | 
						|
								  scene.background.set(0x000000);
							 | 
						|
								  renderer.render(scene, camera);
							 | 
						|
								}
							 | 
						|
								</pre>
							 | 
						|
								<p>and now you can see an <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a> at work.</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-orthographic-2-scenes.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/cameras-orthographic-2-scenes.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>An <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a> is most often used if using three.js
							 | 
						|
								to draw 2D things. You'd decide how many units you want the camera
							 | 
						|
								to show. For example if you want one pixel of canvas to match
							 | 
						|
								one unit in the camera you could do something like</p>
							 | 
						|
								<p>To put the origin at the center and have 1 pixel = 1 three.js unit
							 | 
						|
								something like</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = -canvas.width / 2;
							 | 
						|
								camera.right = canvas.width / 2;
							 | 
						|
								camera.top = canvas.height / 2;
							 | 
						|
								camera.bottom = -canvas.height / 2;
							 | 
						|
								camera.near = -1;
							 | 
						|
								camera.far = 1;
							 | 
						|
								camera.zoom = 1;
							 | 
						|
								</pre>
							 | 
						|
								<p>Or if we wanted the origin to be in the top left just like a
							 | 
						|
								2D canvas we could use this</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = 0;
							 | 
						|
								camera.right = canvas.width;
							 | 
						|
								camera.top = 0;
							 | 
						|
								camera.bottom = canvas.height;
							 | 
						|
								camera.near = -1;
							 | 
						|
								camera.far = 1;
							 | 
						|
								camera.zoom = 1;
							 | 
						|
								</pre>
							 | 
						|
								<p>In which case the top left corner would be 0,0 just like a 2D canvas</p>
							 | 
						|
								<p>Let's try it! First let's set the camera up</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = 0;
							 | 
						|
								const right = 300;  // default canvas size
							 | 
						|
								const top = 0;
							 | 
						|
								const bottom = 150;  // default canvas size
							 | 
						|
								const near = -1;
							 | 
						|
								const far = 1;
							 | 
						|
								const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
							 | 
						|
								camera.zoom = 1;
							 | 
						|
								</pre>
							 | 
						|
								<p>Then let's load 6 textures and make 6 planes, one for each texture.
							 | 
						|
								We'll parent each plane to a <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">THREE.Object3D</code></a> to make it easy to offset
							 | 
						|
								the plane so its center appears to be at its top left corner.</p>
							 | 
						|
								<p>If you're running locally you'll also need to have <a href="setup.html">setup</a>.
							 | 
						|
								You might also want to read about <a href="textures.html">using textures</a>.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
							 | 
						|
								const textures = [
							 | 
						|
								  loader.load('resources/images/flower-1.jpg'),
							 | 
						|
								  loader.load('resources/images/flower-2.jpg'),
							 | 
						|
								  loader.load('resources/images/flower-3.jpg'),
							 | 
						|
								  loader.load('resources/images/flower-4.jpg'),
							 | 
						|
								  loader.load('resources/images/flower-5.jpg'),
							 | 
						|
								  loader.load('resources/images/flower-6.jpg'),
							 | 
						|
								];
							 | 
						|
								const planeSize = 256;
							 | 
						|
								const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
							 | 
						|
								const planes = textures.map((texture) => {
							 | 
						|
								  const planePivot = new THREE.Object3D();
							 | 
						|
								  scene.add(planePivot);
							 | 
						|
								  texture.magFilter = THREE.NearestFilter;
							 | 
						|
								  const planeMat = new THREE.MeshBasicMaterial({
							 | 
						|
								    map: texture,
							 | 
						|
								    side: THREE.DoubleSide,
							 | 
						|
								  });
							 | 
						|
								  const mesh = new THREE.Mesh(planeGeo, planeMat);
							 | 
						|
								  planePivot.add(mesh);
							 | 
						|
								  // move plane so top left corner is origin
							 | 
						|
								  mesh.position.set(planeSize / 2, planeSize / 2, 0);
							 | 
						|
								  return planePivot;
							 | 
						|
								});
							 | 
						|
								</pre>
							 | 
						|
								<p>and we need to update the camera if the size of the canvas
							 | 
						|
								changes.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render() {
							 | 
						|
								
							 | 
						|
								  if (resizeRendererToDisplaySize(renderer)) {
							 | 
						|
								    camera.right = canvas.width;
							 | 
						|
								    camera.bottom = canvas.height;
							 | 
						|
								    camera.updateProjectionMatrix();
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  ...
							 | 
						|
								</pre>
							 | 
						|
								<p><code class="notranslate" translate="no">planes</code> is an array of <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">THREE.Mesh</code></a>, one for each plane.
							 | 
						|
								Let's move them around based on the time.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
							 | 
						|
								  time *= 0.001;  // convert to seconds;
							 | 
						|
								
							 | 
						|
								  ...
							 | 
						|
								
							 | 
						|
								  const distAcross = Math.max(20, canvas.width - planeSize);
							 | 
						|
								  const distDown = Math.max(20, canvas.height - planeSize);
							 | 
						|
								
							 | 
						|
								  // total distance to move across and back
							 | 
						|
								  const xRange = distAcross * 2;
							 | 
						|
								  const yRange = distDown * 2;
							 | 
						|
								  const speed = 180;
							 | 
						|
								
							 | 
						|
								  planes.forEach((plane, ndx) => {
							 | 
						|
								    // compute a unique time for each plane
							 | 
						|
								    const t = time * speed + ndx * 300;
							 | 
						|
								
							 | 
						|
								    // get a value between 0 and range
							 | 
						|
								    const xt = t % xRange;
							 | 
						|
								    const yt = t % yRange;
							 | 
						|
								
							 | 
						|
								    // set our position going forward if 0 to half of range
							 | 
						|
								    // and backward if half of range to range
							 | 
						|
								    const x = xt < distAcross ? xt : xRange - xt;
							 | 
						|
								    const y = yt < distDown   ? yt : yRange - yt;
							 | 
						|
								
							 | 
						|
								    plane.position.set(x, y, 0);
							 | 
						|
								  });
							 | 
						|
								
							 | 
						|
								  renderer.render(scene, camera);
							 | 
						|
								</pre>
							 | 
						|
								<p>And you can see the images bounce pixel perfect off the edges of the
							 | 
						|
								canvas using pixel math just like a 2D canvas</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-orthographic-canvas-top-left-origin.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/cameras-orthographic-canvas-top-left-origin.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>Another common use for an <a href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a> is to draw the
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								up, down, left, right, front, back views of a 3D modeling
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								program or a game engine's editor.</p>
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								<div class="threejs_center"><img src="../resources/images/quad-viewport.png" style="width: 574px;"></div>
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								<p>In the screenshot above you can see 1 view is a perspective view and 3 views are
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								orthographic views.</p>
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								<p>That's the fundamentals of cameras. We'll cover a few common ways to move cameras
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								in other articles. For now let's move on to <a href="shadows.html">shadows</a>.</p>
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