I made a small three.js app that moves a bunch of circles from the bottom of the canvas to the top:
let renderer, scene, light, circles, camera;
initialize();
animate();
function initialize() {
renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
light = new THREE.AmbientLight();
scene.add(light);
circles = new THREE.Group();
scene.add(circles);
camera = new THREE.PerspectiveCamera(45, renderer.domElement.clientWidth / renderer.domElement.clientHeight, 1);
camera.position.z = circles.position.z + 500;
}
function animate() {
// Update each circle.
Array.from(circles.children).forEach(circle => {
if (circle.position.y < visibleBox(circle.position.z).max.y) {
circle.position.y += 4;
} else {
circles.remove(circle);
}
});
// Create a new circle.
let circle = new THREE.Mesh();
circle.geometry = new THREE.CircleGeometry(30, 30);
circle.material = new THREE.MeshToonMaterial({ color: randomColor(), transparent: true, opacity: 0.5 });
circle.position.z = _.random(camera.position.z - camera.far, camera.position.z - (camera.far / 10));
circle.position.x = _.random(visibleBox(circle.position.z).min.x, visibleBox(circle.position.z).max.x);
circle.position.y = visibleBox(circle.position.z).min.y;
circles.add(circle);
// Render the scene.
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
function visibleBox(z) {
return new THREE.Box2(
new THREE.Vector2(-1000, -1000),
new THREE.Vector2(1000, 1000)
);
}
function randomColor() {
return `#${ _.sampleSize("abcdef0123456789", 6).join("")}`;
}
body {
width: 100%;
height: 100%;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.js">
</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/lodash.js/4.17.4/lodash.min.js">
</script>
I use the function visibleBox(z)
to determine where to create and destroy each circle. I've hard-coded a return value for this function, but instead I would like it to compute the size of the rectangle that is visible to the camera at a given depth, z
.
In other words, I want each circle to be created exactly at the bottom of the camera frustum (the bottom edge of the red rectangle in the image above), and destroyed exactly when it reaches the top of the frustum (the top edge of the red rectangle).
So, how I do compute this rectangle?