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10-THREE.JS perspective透视摄像机和orthographic正交摄像机区别

时间:2018-10-30 11:23:13      阅读:219      评论:0      收藏:0      [点我收藏+]

标签:min   doc   cube   graph   pen   amber   dir   tps   dom   

<!DOCTYPE html>

<html>

<head>
    <title></title>
    <script src="https://cdn.bootcss.com/three.js/r67/three.js"></script>
    <script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script>
    <script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output">
</div>
<div id="WebGL-output">
</div>
<script type="text/javascript">
    // 初始化
    function init() {

        var stats = initStats();

        // 创建一个场景
        var scene = new THREE.Scene();

        // 创建一个相机
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.x = 120;
        camera.position.y = 60;
        camera.position.z = 180;

        // 创建渲染器
        var renderer = new THREE.WebGLRenderer();

        renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        renderer.setSize(window.innerWidth, window.innerHeight);

        // 创建地面
        var planeGeometry = new THREE.PlaneGeometry(180, 180);
        var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);


        // 地面保持水平
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 0;
        plane.position.y = 0;
        plane.position.z = 0;

        // 地面添加到场景中去
        scene.add(plane);

        var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);

        for (var j = 0; j < (planeGeometry.parameters.height / 5); j++) {
            for (var i = 0; i < planeGeometry.parameters.width / 5; i++) {
                var rnd = Math.random() * 0.75 + 0.25;
                var cubeMaterial = new THREE.MeshLambertMaterial();
                cubeMaterial.color = new THREE.Color(rnd, 0, 0);
                var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

                cube.position.z = -((planeGeometry.parameters.height) / 2) + 2 + (j * 5);
                cube.position.x = -((planeGeometry.parameters.width) / 2) + 2 + (i * 5);
                cube.position.y = 2;

                scene.add(cube);
            }
        }


        var directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
        directionalLight.position.set(-20, 40, 60);
        scene.add(directionalLight);


        // 添加自然光
        var ambientLight = new THREE.AmbientLight(0x292929);
        scene.add(ambientLight);

        // 添加场景到DOM元素中去
        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        
        var step = 0;


        //perspective透视摄像机 和   orthographic正交摄像机 替换函数
        var controls = new function () {
            this.perspective = "Perspective";
            this.switchCamera = function () {
                if (camera instanceof THREE.PerspectiveCamera) {
                    camera = new THREE.OrthographicCamera(window.innerWidth / -16, window.innerWidth / 16, window.innerHeight / 16, window.innerHeight / -16, -200, 500);
                    camera.position.x = 120;
                    camera.position.y = 60;
                    camera.position.z = 180;
                    camera.lookAt(scene.position);
                    this.perspective = "Orthographic";
                } else {
                    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
                    camera.position.x = 120;
                    camera.position.y = 60;
                    camera.position.z = 180;

                    camera.lookAt(scene.position);
                    this.perspective = "Perspective";
                }
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, switchCamera);
        gui.add(controls, perspective).listen();

       
           //相机看向场景
        camera.lookAt(scene.position);
        render();

        function render() {

            stats.update();
            
            requestAnimationFrame(render);
            renderer.render(scene, camera);
        }

        function initStats() {

            var stats = new Stats();

            stats.setMode(0); // 0: fps, 1: ms

            stats.domElement.style.position = absolute;
            stats.domElement.style.left = 0px;
            stats.domElement.style.top = 0px;

            document.getElementById("Stats-output").appendChild(stats.domElement);

            return stats;
        }
    }
    window.onload = init


</script>
</body>
</html>

对于这两个相机官方有一个示例更容易让人理解

https://threejs.org/examples/#webgl_camera

按O和P两个按钮切换相机

10-THREE.JS perspective透视摄像机和orthographic正交摄像机区别

标签:min   doc   cube   graph   pen   amber   dir   tps   dom   

原文地址:https://www.cnblogs.com/shuaihan/p/9875369.html

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