Adjust the orientation of a Three.js-generated 3D "Cube" to create a new view

I've managed to create a 3D wire-frame cube using Three.js examples, but I'm looking to adjust the cube's angle.

Currently, it appears like this:

However, I want it to resemble this:

Take a look at my code:

HTML

<script src="http://www.html5canvastutorials.com/libraries/three.min.js"></script>
<div id="container"></div>

JS

// revolutions per second
var angularSpeed = 0.2; 
var lastTime = 0;

// function executed on each animation frame
function animate(){
    // update
    var time = (new Date()).getTime();
    var timeDiff = time - lastTime;
    var angleChange = angularSpeed * timeDiff * 2 * Math.PI / 1000;
    cube.y += angleChange;
    lastTime = time;

    // render
    renderer.render(scene, camera);

    // request new frame
    requestAnimationFrame(function(){
        animate();
    });
}

// renderer
var container = document.getElementById("container");
var renderer = new THREE.WebGLRenderer();
renderer.setSize(container.offsetWidth, container.offsetHeight);
container.appendChild(renderer.domElement);

// camera
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 700;

// scene
var scene = new THREE.Scene();

// cube Length, Height, Width
var cube = new THREE.Mesh(new THREE.CubeGeometry(400, 100, 200), new THREE.MeshBasicMaterial({
    wireframe: true,
    color: '#ff0000'
}));
cube.rotation.x = Math.PI * 0.1;
scene.add(cube);

// start animation
animate();

If you require more information or have any suggestions, feel free to let me know.

Please provide your feedback.

Answer №1

cube.rotation.x = Math.PI * 0.1;

By adding this line of code, you are adjusting the cube's tilt by 0.1*pi on its X axis (horizontal). If you need specific values, feel free to modify the rotation on the Y or Z axes instead of X. Experiment with these values until you achieve the desired appearance.

A rough estimate would be rotating it about 70 degrees (converted to radians) on the Y axis and possibly 20 degrees on the Z axis.

However, if you aim for an exact replication of the image provided, then the previous response mentioning an orthographic projection is what you should implement.

Answer №2

The initial depiction portrays a Perspective projection while the subsequent one depicts an Orthographic projection.

For those looking to configure an orthographic camera, this Stack Overflow thread provides a helpful explanation:

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