What are the steps to implement camera controls using datgui in three.js?

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?

Answer №1

An alternative method is to utilize the reference feature employed by DAT.gui.

gui.add( camera.position , 'y', -400, 400 ).step(10)

Here is an illustration of how it works:

http://jsfiddle.net/1ABC2/3/

Answer №2

Try this simple line of code.

gui.create( options, 'x', -200, 200 ).step(10).onChange( function( val ){ camera.position.x = val; } );

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