Is there a more efficient method to incorporate dat-gui controls for the threejs camera in the basic threejs example provided on this page:
https://github.com/mrdoob/three.js/
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.CubeGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
I've implemented the following code:
var params = {
z: 100
}
var gui = new dat.GUI();
gui.add(params, 'z', -500,500).step(5).onChange(function(value){
changeCameraZ(value);
});
function changeCameraZ(value){
camera.position.z = value;
}
This approach works, however it requires creating a new function for each three.js variable to be adjusted via the GUI. Is there a more streamlined and elegant solution for this?