I am looking for the way of stretching a geometry (with all vertices z = 0) into visible screen (HTML Canvas Element).
For now I have worked out how to fit the geometry to the screen, like this:
with following code that basically adjusts camera.z to fit geometry to the height of canvas.
geometry.computeBoundingBox();
const bbox = geometry.boundingBox;
const geometryCenter = bbox.getCenter(new THREE.Vector3());
const geometrySize = bbox.getSize(new THREE.Vector3())
const cameraZ = getZFromGeometrySize(camera.fov, geometrySize);
const scale = getScaleFromZ(height, camera.fov, cameraZ);
const zoomTransform = d3.zoomIdentity
.translate(width * 0.5, height * 0.5)
.scale(scale);
zoom.transform(canvasSelection, zoomTransform);
camera.position.set(geometryCenter.x, geometryCenter.y, cameraZ)
camera.updateProjectionMatrix();
with below definitions of functions:
function getZFromGeometrySize(fov, geometrySize) {
const maxSize = Math.max( geometrySize.x, geometrySize.y );
const halfFOVRadians = toRadians(fov * 0.5);
return maxSize / ( 2 * Math.tan( halfFOVRadians ) );
}
function getScaleFromZ (height, fov, z) {
const halfFOVRadians = toRadians(fov * 0.5);
return height / (2 * Math.tan(halfFOVRadians) * z);
}
This however is using camera position so geometry will fit the view. However, I am looking for the way to stretch the geometry so its bounding box precisely fits the screen, ideally with some predefined padding. Since this is not related to camera settings I need to manipulate geometry vertices values to stretch it horizontally. How to achieve this? I want to retain values of vertices as they relate to underlying data.
I assume this would need to be a function of canvas dimensions (width, height), geometry coordinates, and camera settings returning new geometry coordinates? Any hint is appreciated.
A short answer to this question is: to set camera's aspect ratio to 1.0.
This will work if geometry bounds are in clip space already [-1, 1 ]. If not they have to be converted to clip space first.