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Threejs Fit plane to screen
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var cameraZ = camera.position.z; | |
var planeZ = 5; | |
var distance = cameraZ - planeZ; | |
var aspect = viewWidth / viewHeight; | |
var vFov = camera.fov * Math.PI / 180; | |
var planeHeightAtDistance = 2 * Math.tan(vFov / 2) * distance; | |
var planeWidthAtDistance = planeHeightAtDistance * aspect; | |
// or | |
let dist = camera.position.z - mesh.position.z; | |
let height = ... // desired height to fit | |
camera.fov = 2 * Math.atan(height / (2 * dist)) * (180 / Math.PI); | |
camera.updateProjectionMatrix(); | |
// Basically solving an AAS triangle https://www.mathsisfun.com/algebra/trig-solving-aas-triangles.html | |
https://i.stack.imgur.com/PgSn3.jpg |
Merci chouchou <3
here is another approach, changing the position and rotation of the plane to always fit the screen.
const fitPlaneToScreen = (planeMesh, planeHeight) => {
let aspect = window.innerHeight / window.innerWidth;
if( aspect < 1.0 ) {
planeHeight *= aspect;
}
let distance = planeHeight * 0.5 / Math.tan( camera.fov * 0.5 * (Math.PI/180) );
let cameraDir = new THREE.Vector3();
camera.getWorldDirection( cameraDir );
planeMesh.position.set( camera.position.x, camera.position.y, camera.position.z );
planeMesh.position.add( cameraDir.multiplyScalar( distance ) );
planeMesh.rotation.setFromRotationMatrix( camera.matrix );
}
pass in the plane mesh and the height of the plane mesh geometry when it was created.
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Excellent, merci! 🌟