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Code Editor : billboards.html
<!DOCTYPE html> <html lang="zh"> <head> <meta charset="utf-8"> <title>广告牌(Billboards)</title> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <meta name="twitter:card" content="summary_large_image"> <meta name="twitter:site" content="@threejs"> <meta name="twitter:title" content="Three.js – Billboards"> <meta property="og:image" content="https://threejs.org/files/share.png"> <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)"> <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)"> <link rel="stylesheet" href="../resources/lesson.css"> <link rel="stylesheet" href="../resources/lang.css"> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../../build/three.module.js" } } </script> <link rel="stylesheet" href="/manual/zh/lang.css"> </head> <body> <div class="container"> <div class="lesson-title"> <h1>广告牌(Billboards)</h1> </div> <div class="lesson"> <div class="lesson-main"> <p>在 <a href="canvas-textures.html">上一篇文章</a> 我们使用了一个 <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a> 在人物上创作标签(Labels)和徽标(Badges)。有时我们想制作一些总是面对相机的东西。Three.js提供了 <a href="/docs/#api/en/objects/Sprite"><code class="notranslate" translate="no">Sprite</code></a> 和 <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate" translate="no">SpriteMaterial</code></a> 来实现这个功能。 </p> <p>我们修改这个徽标的例子 <a href="canvas-textures.html">使用Canvas作为纹理</a>, 应用 <a href="/docs/#api/en/objects/Sprite"><code class="notranslate" translate="no">Sprite</code></a> and <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate" translate="no">SpriteMaterial</code></a> </p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makePerson(x, labelWidth, size, name, color) { const canvas = makeLabelCanvas(labelWidth, size, name); const texture = new THREE.CanvasTexture(canvas); // 因为我们的Canvas的尺寸可能不是2的N次方 // 在两个维度上适当地设置filter属性 texture.minFilter = THREE.LinearFilter; texture.wrapS = THREE.ClampToEdgeWrapping; texture.wrapT = THREE.ClampToEdgeWrapping; - const labelMaterial = new THREE.MeshBasicMaterial({ + const labelMaterial = new THREE.SpriteMaterial({ map: texture, - side: THREE.DoubleSide, transparent: true, }); const root = new THREE.Object3D(); root.position.x = x; const body = new THREE.Mesh(bodyGeometry, bodyMaterial); root.add(body); body.position.y = bodyHeight / 2; const head = new THREE.Mesh(headGeometry, bodyMaterial); root.add(head); head.position.y = bodyHeight + headRadius * 1.1; - const label = new THREE.Mesh(labelGeometry, labelMaterial); + const label = new THREE.Sprite(labelMaterial); root.add(label); label.position.y = bodyHeight * 4 / 5; label.position.z = bodyRadiusTop * 1.01;</pre> <p>现在标签始终是面向相机了。</p> <p></p> <div translate="no" class="threejs_example_container notranslate"> <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-labels-w-sprites.html"></iframe> </div> <a class="threejs_center" href="/manual/examples/billboard-labels-w-sprites.html" target="_blank">点击在新窗口打开</a> </div> <p></p> <p>一个问题是,从某些角度来看的话,标签与人物重合了。 </p> <div class="threejs_center"><img src="../resources/images/billboard-label-z-issue.png" style="width: 455px;"> </div> <p>我们可以通过移动标签的位置来解决此问题。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> +// 如果单位是米,这里就用0.01 +// 也就是以厘米作为标签的单位 +const labelBaseScale = 0.01; const label = new THREE.Sprite(labelMaterial); root.add(label); -label.position.y = bodyHeight * 4 / 5; -label.position.z = bodyRadiusTop * 1.01; +label.position.y = head.position.y + headRadius + size * labelBaseScale; -// 如果单位是米,这里就用0.01 -// 也就是以厘米作为标签的单位 -const labelBaseScale = 0.01; label.scale.x = canvas.width * labelBaseScale; label.scale.y = canvas.height * labelBaseScale;</pre> <p></p> <div translate="no" class="threejs_example_container notranslate"> <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-labels-w-sprites-adjust-height.html"></iframe> </div> <a class="threejs_center" href="/manual/examples/billboard-labels-w-sprites-adjust-height.html" target="_blank">点击在新窗口打开</a> </div> <p></p> <p>我们可以用Billboard做的另一件事是绘制立面(Facades)。</p> <p>我们不绘制 3D 对象,而是使用图片绘制 2D 平面化的 3D 对象,这通常比绘制 3D 对象要快。</p> <p>例如,我们用树木网络制作一个场景,我们让每一棵树的底部是圆柱体,顶部是圆锥体。</p> <p>第一步,我们创建圆锥体和圆柱体的Geometry和Material,所有的树都会复用这些。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> const trunkRadius = .2; const trunkHeight = 1; const trunkRadialSegments = 12; const trunkGeometry = new THREE.CylinderGeometry( trunkRadius, trunkRadius, trunkHeight, trunkRadialSegments); const topRadius = trunkRadius * 4; const topHeight = trunkHeight * 2; const topSegments = 12; const topGeometry = new THREE.ConeGeometry( topRadius, topHeight, topSegments); const trunkMaterial = new THREE.MeshPhongMaterial({color: 'brown'}); const topMaterial = new THREE.MeshPhongMaterial({color: 'green'});</pre> <p>然后我们创建一个函数,对每一棵树的树干和树顶创建一个 <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> ,并把它们都加入到一个 <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>对象下。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> function makeTree(x, z) { const root = new THREE.Object3D(); const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial); trunk.position.y = trunkHeight / 2; root.add(trunk); const top = new THREE.Mesh(topGeometry, topMaterial); top.position.y = trunkHeight + topHeight / 2; root.add(top); root.position.set(x, 0, z); scene.add(root); return root; }</pre> <p>然后我们会创建一个循环,生成树网络。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> for (let z = -50; z <= 50; z += 10) { for (let x = -50; x <= 50; x += 10) { makeTree(x, z); } }</pre> <p>让我们再增加一个地平面。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> // 添加地面 { const size = 400; const geometry = new THREE.PlaneGeometry(size, size); const material = new THREE.MeshPhongMaterial({color: 'gray'}); const mesh = new THREE.Mesh(geometry, material); mesh.rotation.x = Math.PI * -0.5; scene.add(mesh); }</pre> <p>然后把背景调整为浅蓝(lightblue)</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> const scene = new THREE.Scene(); -scene.background = new THREE.Color('white'); +scene.background = new THREE.Color('lightblue');</pre> <p>我们得到了一个树木网络</p> <p></p> <div translate="no" class="threejs_example_container notranslate"> <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-trees-no-billboards.html"></iframe> </div> <a class="threejs_center" href="/manual/examples/billboard-trees-no-billboards.html" target="_blank">点击在新窗口打开</a> </div> <p></p> <p>这里有11x11或者121棵树,每棵树由12个多边形组成的锥体 + 48个多边形组成的树干组成,所以每棵树包含60个多边形。121*60的结果是7260,这并不是很多,当然更精细的3D树可能有1000-3000个多边形构成。如果3000个多边形构成的树,那么121棵树将包含363000个多边形。 </p> <p>使用Facades,可以降低这个数字。</p> <p>我们可以在一些绘图应用中手动创建一个Facade,现在让我们编写一些代码来手动生成一个。</p> <p>现在写一些代码把对象绘制到纹理中,使用一个 <code class="notranslate" translate="no">RenderTarget</code>,我们提到过使用 <code class="notranslate" translate="no">RenderTarget</code> 来渲染,具体在这篇 <a href="rendertargets.html">渲染目标</a> 文章里。 </p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) { const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5; const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5); const distance = halfSizeToFitOnScreen / Math.tan(halfFovY); camera.position.copy(boxCenter); camera.position.z += distance; // 为视锥体选择合适的near和far值 // 可以把盒模型包裹进来 camera.near = boxSize / 100; camera.far = boxSize * 100; camera.updateProjectionMatrix(); } function makeSpriteTexture(textureSize, obj) { const rt = new THREE.WebGLRenderTarget(textureSize, textureSize); const aspect = 1; // 因为Render Target是正方形 const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); scene.add(obj); // 计算对象的盒模型 const box = new THREE.Box3().setFromObject(obj); const boxSize = box.getSize(new THREE.Vector3()); const boxCenter = box.getCenter(new THREE.Vector3()); // 设置相机去构建盒模型 const fudge = 1.1; const size = Math.max(...boxSize.toArray()) * fudge; frameArea(size, size, boxCenter, camera); renderer.autoClear = false; renderer.setRenderTarget(rt); renderer.render(scene, camera); renderer.setRenderTarget(null); renderer.autoClear = true; scene.remove(obj); return { position: boxCenter.multiplyScalar(fudge), scale: size, texture: rt.texture, }; }</pre> <p>关于上面代码的一些注意事项:</p> <p>我们使用之前代码定义好的视图的 (<code class="notranslate" translate="no">fov</code>) 属性, </p> <p>我们计算一个包含树的盒模型,这和 <a href="load-obj.html">加载.obj的文件</a> 中提到的方式一致,有一点微小的改变。</p> <p>我们再次调用 <code class="notranslate" translate="no">frameArea</code>,稍微改写了一下<a href="load-obj.html">加载.obj的文件</a>。 在这种情况下,我们计算相机需要离物体多远,从而让它的视野以包含对象。然后我们将相机的-z值设置为从对象盒模型的中心到此的距离。</p> <p>我们将想要适应的大小乘以1.1倍(<code class="notranslate" translate="no">fudge</code>) 来确保树完全在渲染目标中。这是因为我们用来计算对象是否适合相机的视口的尺寸,没有考虑到对象的边缘可能会超出我们的可视区域之外。我们可以计算出如何让盒子100%合适,但这会浪费很多空间,所以我们就是蒙混 <em>(fudge)</em> 一下。 </p> <p>然后我们渲染到RenderTarget中,然后从场景中移除此对象。 </p> <p>重点是需要场景中的灯光,但我们需要确保场景中没有其他东西。</p> <p>我们也不能给场景设置背景色。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> const scene = new THREE.Scene(); -scene.background = new THREE.Color('lightblue');</pre> <p>最后我们返回了纹理,位置和缩放比例,我们需要创建Facade,让它看起来在同一个地方。</p> <p>然后我们制作一棵树,调用此代码:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> // 创建Billboard纹理 const tree = makeTree(0, 0); const facadeSize = 64; const treeSpriteInfo = makeSpriteTexture(facadeSize, tree);</pre> <p>然后我们可以制作一个Facade网络,而不是树网络。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> +function makeSprite(spriteInfo, x, z) { + const {texture, offset, scale} = spriteInfo; + const mat = new THREE.SpriteMaterial({ + map: texture, + transparent: true, + }); + const sprite = new THREE.Sprite(mat); + scene.add(sprite); + sprite.position.set( + offset.x + x, + offset.y, + offset.z + z); + sprite.scale.set(scale, scale, scale); +} for (let z = -50; z <= 50; z += 10) { for (let x = -50; x <= 50; x += 10) { - makeTree(x, z); + makeSprite(treeSpriteInfo, x, z); } }</pre> <p>在上面的代码中,我们应用了定位Facade所需的偏移量和缩放比例,因此他会出现在和原树同一个地方。</p> <p>现在我们已经完成了Facade纹理的制作,我们可以再次设置背景。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">scene.background = new THREE.Color('lightblue');</pre> <p>现在我们得到了一个全是树Facades的场景。</p> <p></p> <div translate="no" class="threejs_example_container notranslate"> <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-trees-static-billboards.html"></iframe> </div> <a class="threejs_center" href="/manual/examples/billboard-trees-static-billboards.html" target="_blank">点击在新窗口打开</a> </div> <p></p> <p> 与上面的树模型相比,它们看起来非常相似。我们使用了低分辨率纹理,只有64x64像素,所以Facade是块状的,你当然可以提高分辨率。通常Facade只会用在非常远处的物体,因为当它们非常小的时候,低分辨率纹理就足够了。它节省了绘制远处只有几个像素的精致树模型时间。 </p> <p>另一个问题是我们只能从一侧查看树。这往往是通过渲染更多的Facade来解决,比如绘制对象周围的8个方向,然后根据实际相机的方向来设置要展示的Facade。</p> <p>是否使用Facade由你决定,如果你决定去使用它们,希望这篇文章给了你一些想法和解决方案。</p> </div> </div> </div> <script src="../resources/prettify.js"></script> <script src="../resources/lesson.js"></script> </body> </html>
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