Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

Arrow left icon
Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. The Basic Components that Make Up a Three.js Application FREE CHAPTER 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Automatically resize the output when the browser size changes

Changing the camera when the browser is resized can be done pretty simply. The first thing we need to do is register an event listener as follows:

window.addEventListener('resize', onResize, false); 

Now, whenever the browser window is resized, the onResize function, which we'll specify next, is called. In this onResize function, we need to update the camera and renderer, as follows:

function onResize() { 
  camera.aspect = window.innerWidth / window.innerHeight; 
  camera.updateProjectionMatrix(); 
  renderer.setSize(window.innerWidth, window.innerHeight); 
} 

For the camera, we need to update the aspect property, which holds the aspect ratio of the screen, and for the renderer, we need to change its size. The final step is to move the variable definitions for camera, renderer, and scene outside of the init() function so that we can access them from different functions (such as the onResize function), as follows:

var camera; 
var scene; 
var renderer; 
 
function init() { 
  ... 
  scene = new THREE.Scene(); 
  camera = new THREE.PerspectiveCamera(45, window.innerWidth / 
window.innerHeight, 0.1, 1000); renderer = new THREE.WebGLRenderer(); ... }

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime