Move the displayed output in a two-dimensional space

Explore this straightforward example showcasing a cube centered at the world's origin. The camera captures the cube directly, making it appear in the center of the rendered 2D image with only its front face visible. I desire the ability to adjust the position of this cube. Specifically, I aim to move the rendered output upwards and to the left by a certain distance. This adjustment would allow me to shift everything by half the canvas's width and height, positioning the cube at the top left corner of the final render.

Let me clarify: my intention is not to alter the camera, the object in the 3D space, or the canvas itself. Instead, I simply want to shift the rendered result, specifying this shift in 2D screen units rather than 3D space coordinates. After executing the shift, the cube's sides will continue to remain invisible, revealing only its front face as before. Additionally, shifting the output to the left would bring previously unseen geometry from the right side into view for rendering.

In some 3D software programs, I've observed the option to achieve this effect by adjusting the camera's X and Y "center shift". Is there a way to accomplish this in three.js by applying a transformation to either the camera or the renderer? My familiarity with the library isn't deep enough to pinpoint where these modifications should be made.

No code samples are relevant in this context, but StackOverflow insists on having some code included ;)

Answer №1

To adjust the camera position, you can use a pattern similar to this:

var fullWidth = window.innerWidth;
var fullHeight = window.innerHeight;
var xPixels = 600;
var yPixels = 200;

camera.setViewOffset ( fullWidth, fullHeight, xPixels, yPixels, fullWidth, fullHeight );

If you want to revert the changes, simply call

camera.clearViewOffset();

For more information on this method and its application in multi-monitor setups, refer to the documentation. This technique also works with OrthographicCamera.

Version: three.js r.84

Answer №2

Have you considered utilizing the canvas translate function?

You could try this approach:

  // apply camera transformation
  ctx.translate(-this.camera.x, -this.camera.y);

  // render the scene

  // reset to original position
  ctx.translate(this.camera.x, this.camera.y);

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