Reading: Keyboard and GUI Controls
In this reading, you'll learn how to control the appearance of a graphical scene interactively, using keyboard and GUI controls. This capability can be helpful for the design and debugging of graphics programs.
Keyboard Controls
Recall that the TW module sets up an orbiting camera whose position can be controlled with the mouse and keyboard, as described for the barn demo. We can also create our own keyboard controls. Try out this simple demonstration of an adjustable box whose width can be controlled with the '+' (expand) and '-' (shrink) keys. Type '?' to see these new keyboard controls added to the top of the list of available keys.
The JavaScript code, shown below, contains just a few key elements:
- one or more global variables to control (in this case,
boxWidth
) - one or more callback functions that modify the global variable(s) and
then rebuild and redraw the scene (in this case, the
expandBox()
andshrinkBox()
functions — note the use of theremove()
method to remove an existingMesh
object from the scene) - a binding of the callback function to a particular key, using the
function
TW.setKeyboardCallback(key,function,docstring)
(note that this should be called after theTW.mainInit()
function that creates the initial keyboard controls)
Here is the JavaScript code:
// Create an initial empty Scene var scene = new THREE.Scene(); // global variable for box width var boxWidth = 20; // addBox() creates a 3D rectangular box of a given width, height, depth // and adds it to the scene function addBox (width,height,depth) { var boxGeom = new THREE.BoxGeometry(width,height,depth) boxMesh = TW.createMesh(boxGeom); scene.add(boxMesh); } addBox(boxWidth,40,60); // Create a renderer to render the scene var renderer = new THREE.WebGLRenderer(); // TW.mainInit() initializes TW, adds the canvas to the document, // enables display of 3D coordinate axes, sets up keyboard controls TW.mainInit(renderer,scene); // Set up a camera for the scene TW.cameraSetup(renderer, scene, {minx: -20, maxx: 20, miny: -25, maxy: 25, minz: -35, maxz: 35}); // expandBox() is a callback function that increases the width of the box function expandBox() { scene.remove(boxMesh); boxWidth = boxWidth + 2; addBox(boxWidth,40,60); TW.render(); } // shrinkBox() is a callback function that decreases the width of the box function shrinkBox() { scene.remove(boxMesh); boxWidth = boxWidth - 2; addBox(boxWidth,40,60); TW.render(); } TW.setKeyboardCallback('+', expandBox, "wider box"); TW.setKeyboardCallback('-', shrinkBox, "narrower box");
dat.GUI
We can also create a GUI with slider controls to adjust
parameters over a continuous range of values. Some folks at Google have made
this easy to do with
dat.GUI
,
a package for creating a GUI to modify JavaScript variables. Try out this
new example of our
adjustable box.
The sliders in the upper right corner of the page allow you to smoothly adjust the
width, height, and depth of the box (move the camera to see all three
dimensions).
The JavaScript code, shown below, again contains just a few key elements:
- one or more global variables that hold JavaScript dictionarys
(objects) that contain parameters to be controlled, with initial
values (in this case,
sceneParams
) - one or more callback functions that are called when the user
modifies one of the parameters in the GUI, and rebuild and redraw
the scene (in this case, the
redrawBox()
function) - creation of a new
dat.GUI
object (calledgui
in the code below) - calls to the
add()
method andonChange()
event handler (these two calls can be combined in a single code statement) that specify each combination of global object variable, parameter, range of values for the slider, and callback function to execute when the parameter is changed by the user
We have a local copy of the dat.GUI
package that you can load
in the <head>
section of your HTML file:
<script src="https://cs.wellesley.edu/~cs307/threejs/libs/dat.gui-r95.min.js"> "https://cs.wellesley.edu/~cs307/threejs/libs/dat.gui.min.js" </script>Or, more simply:
<script src="https://cs.wellesley.edu/~cs307/threejs/libs/dat.gui-r95.min.js"> </script>
Finally, here is the JavaScript code for the adjustable box with a GUI:
// Create an initial empty Scene var scene = new THREE.Scene(); // global variable for dimensions of box var sceneParams = { boxWidth: 20, boxHeight: 40, boxDepth: 60 } // addBox() creates a 3D rectangular box of a given width, height, depth // and adds it to the scene function addBox (width,height,depth) { var boxGeom = new THREE.BoxGeometry(width,height,depth) boxMesh = TW.createMesh(boxGeom); scene.add(boxMesh); } addBox(sceneParams.boxWidth,sceneParams.boxHeight,sceneParams.boxDepth); // Create a renderer to render the scene var renderer = new THREE.WebGLRenderer(); // TW.mainInit() initializes TW, adds the canvas to the document, // enables display of 3D coordinate axes, sets up keyboard controls TW.mainInit(renderer,scene); // Set up a camera for the scene TW.cameraSetup(renderer, scene, {minx: -20, maxx: 20, miny: -30, maxy: 30, minz: -40, maxz: 40}); // redrawBox() is a callback function that redraws the box with the new dimensions function redrawBox() { scene.remove(boxMesh); addBox(sceneParams.boxWidth,sceneParams.boxHeight,sceneParams.boxDepth); TW.render(); } // set up sliders to control the dimensions of the box var gui = new dat.GUI(); gui.add(sceneParams, 'boxWidth', 10, 30).onChange(redrawBox); gui.add(sceneParams, 'boxHeight', 20, 50).onChange(redrawBox); gui.add(sceneParams, 'boxDepth', 30, 70).onChange(redrawBox);
When creating a GUI for your own programs, be sure to adjust the scene bounding box to accommodate the range of values that you allow for your parameters!