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摄像机类型

摄像机类型

作者: Codifier | 来源:发表于2019-11-08 15:31 被阅读0次
    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Camera Type</title>
        <script src="../../three-part/threejs/three.js"></script>
        <script src="../../three-part/utils/stats.min.js"></script>
        <script src="../../three-part/utils/dat.gui.min.js"></script>
        <script src="../controls/TrackballControls.js"></script>
        <script src="../util/util.js"></script>
        <style>
            body {
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
    <div id="container"></div>
    <script type="text/javascript">
        init();
        function init() {
            // show FPS
            let stats = initStats();
            // resize
            window.addEventListener('resize', onResize, false);
    
            let scene = new THREE.Scene();
            let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.x = 120;
            camera.position.y = 60;
            camera.position.z = 180;
    
            let renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(new THREE.Color(0x000000));
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.getElementById("container").appendChild(renderer.domElement);
    
            // init trackball control
            let trackballControls = initTrackballControls(camera, renderer);
            let clock = new THREE.Clock();
    
            // create a plane
            let planeGeometry = new THREE.PlaneGeometry(180, 180);
            let planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
            let plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.rotation.x = -0.5 * Math.PI;
            scene.add(plane);
    
            let cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
    
            for (let j = 0; j < (planeGeometry.parameters.height / 5); j++) {
                for (let i = 0; i < planeGeometry.parameters.width / 5; i++) {
                    let rnd = Math.random() * 0.75 + 0.25;
                    let cubeMaterial = new THREE.MeshLambertMaterial();
                    cubeMaterial.color = new THREE.Color(rnd, 0, 0);
                    let 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);
                }
            }
    
            // add directional light
            let directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
            directionalLight.position.set(-20, 40, 60);
            scene.add(directionalLight);
    
    
            // add ambient light
            let ambientLight = new THREE.AmbientLight(0x292929);
            scene.add(ambientLight);
    
            // attributes which can be modified in GUI
            const controls = {
                "currentCameraType" : "perspective",
                "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);
                        trackballControls = initTrackballControls(camera, renderer);
                        this.currentCameraType = "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);
                        trackballControls = initTrackballControls(camera, renderer);
                        this.currentCameraType = "Perspective";
                    }
                }
            };
            // init GUI
            initGUI();
    
            renderScene();
    
            function initGUI(){
                let gui = new dat.GUI();
                gui.add(controls, 'switchCamera');
                gui.add(controls, 'currentCameraType').listen();
            }
    
            function onResize() {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            }
    
            function renderScene(){
                trackballControls.update(clock.getDelta());
                stats.update();
                requestAnimationFrame(renderScene);
                renderer.render(scene, camera);
            }
        }
    </script>
    </body>
    </html>
    

    运行结果:

    1. 透视相机:


    2. 正交相机:


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          本文标题:摄像机类型

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