viewAngleControl.js
1.66 KB
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import { Vector3, Matrix4 } from 'three';
export const setCameraViewAngle = (view, camera, control, container, initCameraPosition, target = new Vector3()) => {
if (!camera) return;
if (!control) return;
const distance = 100;
control.setViewPort(0, -container.clientHeight * 0.5 * 0.1);
switch (view) {
case 'front':
camera.position.set(target.x, target.y + distance, target.z);
break;
case 'back':
camera.position.set(target.x, target.y - distance, target.z);
break;
case 'left':
camera.position.set(target.x + distance, target.y, target.z);
break;
case 'right':
camera.position.set(target.x - distance, target.y, target.z);
break;
case 'top':
camera.up.copy(new Vector3(0, -1, 0));
camera.position.set(target.x, target.y, target.z + distance);
control.setViewPort(0, 0);
break;
case 'bottom':
camera.up.copy(new Vector3(0, 1, 0));
camera.position.set(target.x, target.y, target.z - distance);
control.setViewPort(0, 0);
break;
case 'angle':
control.resetViewPort();
camera.position.set(target.x + distance, target.y + distance, target.z + distance * 0.5);
break;
default:
camera.position.copy(initCameraPosition);
camera.position.applyMatrix4(new Matrix4().makeRotationZ(Math.PI));
break;
}
control.target.copy(target);
camera.lookAt(target);
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
control.update();
};