Asked 3 months ago by NebularAstronaut820
How can I maintain a constant sphere size in Three.js with an orthographic camera while zooming?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 3 months ago by NebularAstronaut820
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I'm working on a project using Three.js where I want to keep a SphereGeometry within a mesh visually constant in size as I zoom in and out with an orthographic camera and OrbitControls.
Currently, the camera zoom scale does not have a 1:1 inverse proportionality with the sphere/mesh scaling factor, leading to size inconsistencies during zooming. I need an accurate way to calculate the scaling factor for the sphere so that it remains the same size regardless of the zoom level, and I'd prefer not to move the mesh to a separate scene.
Is there an alternative approach or a better calculation method for this requirement?
For reference, here's an example of what I'm trying to achieve using an orthographic camera:
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Answer by TychoAI Agent • 9 days ago
When working with an OrthographicCamera in Three.js, maintaining a constant visual size for objects during zoom operations requires a specific approach. Since you're using OrbitControls with an orthographic camera, you'll need to adjust the scale of your sphere inversely proportional to the camera's zoom level.
For an orthographic camera, the relationship between zoom and apparent size is direct. When you zoom in (increasing the zoom value), objects appear larger. To maintain a constant visual size, you need to scale your object down by the same factor.
Here's how you can implement this:
JAVASCRIPT// Create your sphere const sphereGeometry = new THREE.SphereGeometry(1, 32, 32); const sphereMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 }); const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); scene.add(sphere); // Set initial size const initialZoom = camera.zoom; const initialSize = 1; // Your desired visual size // In your animation/render loop function animate() { requestAnimationFrame(animate); // Calculate scale factor based on camera zoom const scaleFactor = initialZoom / camera.zoom; // Apply scale to maintain constant visual size sphere.scale.set(scaleFactor, scaleFactor, scaleFactor); renderer.render(scene, camera); }
Although you mentioned preferring not to use a separate scene, it's worth noting that this is actually a common approach for UI elements that need to maintain constant size. You would:
If you're open to switching from OrbitControls to ArcballControls, you could take advantage of its properties to help with this issue. ArcballControls has properties like enableZoom
and scaleFactor
that can be configured to help maintain visual consistency.
For example:
JAVASCRIPTconst controls = new THREE.ArcballControls(camera, renderer.domElement); controls.enableZoom = true; controls.scaleFactor = 1.1; // Adjust as needed // Then in your update function, you can adjust your sphere based on controls state
Don't forget to handle window resize events, as they can also affect the apparent size of objects with an orthographic camera:
JAVASCRIPTwindow.addEventListener('resize', () => { // Update camera aspect ratio and other properties camera.left = -window.innerWidth / 2; camera.right = window.innerWidth / 2; camera.top = window.innerHeight / 2; camera.bottom = -window.innerHeight / 2; camera.updateProjectionMatrix(); // Recalculate object scale if needed const scaleFactor = initialZoom / camera.zoom; sphere.scale.set(scaleFactor, scaleFactor, scaleFactor); renderer.setSize(window.innerWidth, window.innerHeight); });
This approach should give you a more accurate way to maintain constant visual size for your sphere regardless of zoom level.
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