cameras.html 27 KB

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  1. <!DOCTYPE html><html lang="zh"><head>
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  3. <title>摄像机</title>
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  27. <div class="lesson-title">
  28. <h1>摄像机</h1>
  29. </div>
  30. <div class="lesson">
  31. <div class="lesson-main">
  32. <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>
  33. <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>
  34. <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>
  35. <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>。
  36. 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>
  37. <div class="spread">
  38. <div><div data-diagram="shapeCube"></div><div>立方体</div></div>
  39. <div><div data-diagram="shapeCone"></div><div>圆锥</div></div>
  40. <div><div data-diagram="shapeSphere"></div><div>球</div></div>
  41. <div><div data-diagram="shapeCylinder"></div><div>圆柱</div></div>
  42. <div><div data-diagram="shapeFrustum"></div><div>锥台</div></div>
  43. </div>
  44. <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>
  45. <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>
  46. <p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p>
  47. <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。
  48. 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>
  49. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class MinMaxGUIHelper {
  50. constructor(obj, minProp, maxProp, minDif) {
  51. this.obj = obj;
  52. this.minProp = minProp;
  53. this.maxProp = maxProp;
  54. this.minDif = minDif;
  55. }
  56. get min() {
  57. return this.obj[this.minProp];
  58. }
  59. set min(v) {
  60. this.obj[this.minProp] = v;
  61. this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
  62. }
  63. get max() {
  64. return this.obj[this.maxProp];
  65. }
  66. set max(v) {
  67. this.obj[this.maxProp] = v;
  68. this.min = this.min; // 这将调用min的setter
  69. }
  70. }
  71. </pre>
  72. <p>现在我们可以将GUI设置为:</p>
  73. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function updateCamera() {
  74. camera.updateProjectionMatrix();
  75. }
  76. const gui = new GUI();
  77. gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
  78. const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
  79. gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  80. gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  81. </pre>
  82. <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>
  83. <p></p><div translate="no" class="threejs_example_container notranslate">
  84. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-perspective.html"></iframe></div>
  85. <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>
  86. </div>
  87. <p></p>
  88. <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>
  89. <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>
  90. <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>
  91. <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>
  92. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;body&gt;
  93. &lt;canvas id="c"&gt;&lt;/canvas&gt;
  94. + &lt;div class="split"&gt;
  95. + &lt;div id="view1" tabindex="1"&gt;&lt;/div&gt;
  96. + &lt;div id="view2" tabindex="2"&gt;&lt;/div&gt;
  97. + &lt;/div&gt;
  98. &lt;/body&gt;
  99. </pre>
  100. <p>CSS将控制两个视窗并排显示在 canvas 中:</p>
  101. <pre class="prettyprint showlinemods notranslate lang-css" translate="no">.split {
  102. position: absolute;
  103. left: 0;
  104. top: 0;
  105. width: 100%;
  106. height: 100%;
  107. display: flex;
  108. }
  109. .split&gt;div {
  110. width: 100%;
  111. height: 100%;
  112. }
  113. </pre>
  114. <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>
  115. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cameraHelper = new THREE.CameraHelper(camera);
  116. ...
  117. scene.add(cameraHelper);
  118. </pre>
  119. <p>我们现在需要查找到刚刚定义的两个元素:</p>
  120. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const view1Elem = document.querySelector('#view1');
  121. const view2Elem = document.querySelector('#view2');
  122. </pre>
  123. <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>
  124. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const controls = new OrbitControls(camera, canvas);
  125. +const controls = new OrbitControls(camera, view1Elem);
  126. </pre>
  127. <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>
  128. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const camera2 = new THREE.PerspectiveCamera(
  129. 60, // fov
  130. 2, // aspect
  131. 0.1, // near
  132. 500, // far
  133. );
  134. camera2.position.set(40, 10, 30);
  135. camera2.lookAt(0, 5, 0);
  136. const controls2 = new OrbitControls(camera2, view2Elem);
  137. controls2.target.set(0, 5, 0);
  138. controls2.update();
  139. </pre>
  140. <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。
  141. 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>
  142. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function setScissorForElement(elem) {
  143. const canvasRect = canvas.getBoundingClientRect();
  144. const elemRect = elem.getBoundingClientRect();
  145. // 计算canvas的尺寸
  146. const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left;
  147. const left = Math.max(0, elemRect.left - canvasRect.left);
  148. const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top;
  149. const top = Math.max(0, elemRect.top - canvasRect.top);
  150. const width = Math.min(canvasRect.width, right - left);
  151. const height = Math.min(canvasRect.height, bottom - top);
  152. // 设置剪函数以仅渲染一部分场景
  153. const positiveYUpBottom = canvasRect.height - bottom;
  154. renderer.setScissor(left, positiveYUpBottom, width, height);
  155. renderer.setViewport(left, positiveYUpBottom, width, height);
  156. // 返回aspect
  157. return width / height;
  158. }
  159. </pre>
  160. <p>我们用这个函数在<code class="notranslate" translate="no">render</code>中绘制两遍场景</p>
  161. <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> function render() {
  162. - if (resizeRendererToDisplaySize(renderer)) {
  163. - const canvas = renderer.domElement;
  164. - camera.aspect = canvas.clientWidth / canvas.clientHeight;
  165. - camera.updateProjectionMatrix();
  166. - }
  167. + resizeRendererToDisplaySize(renderer);
  168. +
  169. + // 启用剪刀函数
  170. + renderer.setScissorTest(true);
  171. +
  172. + // 渲染主视野
  173. + {
  174. + const aspect = setScissorForElement(view1Elem);
  175. +
  176. + // 用计算出的aspect修改摄像机参数
  177. + camera.aspect = aspect;
  178. + camera.updateProjectionMatrix();
  179. + cameraHelper.update();
  180. +
  181. + // 来原视野中不要绘制cameraHelper
  182. + cameraHelper.visible = false;
  183. +
  184. + scene.background.set(0x000000);
  185. +
  186. + // 渲染
  187. + renderer.render(scene, camera);
  188. + }
  189. +
  190. + // 渲染第二台摄像机
  191. + {
  192. + const aspect = setScissorForElement(view2Elem);
  193. +
  194. + // 调整aspect
  195. + camera2.aspect = aspect;
  196. + camera2.updateProjectionMatrix();
  197. +
  198. + // 在第二台摄像机中绘制cameraHelper
  199. + cameraHelper.visible = true;
  200. +
  201. + scene.background.set(0x000040);
  202. +
  203. + renderer.render(scene, camera2);
  204. + }
  205. - renderer.render(scene, camera);
  206. requestAnimationFrame(render);
  207. }
  208. requestAnimationFrame(render);
  209. }
  210. </pre>
  211. <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>
  212. <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>
  213. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function updateCamera() {
  214. - camera.updateProjectionMatrix();
  215. -}
  216. const gui = new GUI();
  217. -gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
  218. +gui.add(camera, 'fov', 1, 180);
  219. const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
  220. -gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  221. -gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  222. +gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near');
  223. +gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far');
  224. </pre>
  225. <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>
  226. <p></p><div translate="no" class="threejs_example_container notranslate">
  227. <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>
  228. <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>
  229. </div>
  230. <p></p>
  231. <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>
  232. <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>
  233. <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>
  234. <p>从上面的例子出发,我们向场景中添加20个球:</p>
  235. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  236. const sphereRadius = 3;
  237. const sphereWidthDivisions = 32;
  238. const sphereHeightDivisions = 16;
  239. const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
  240. const numSpheres = 20;
  241. for (let i = 0; i &lt; numSpheres; ++i) {
  242. const sphereMat = new THREE.MeshPhongMaterial();
  243. sphereMat.color.setHSL(i * .73, 1, 0.5);
  244. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  245. mesh.position.set(-sphereRadius - 1, sphereRadius + 2, i * sphereRadius * -2.2);
  246. scene.add(mesh);
  247. }
  248. }
  249. </pre>
  250. <p>把 <code class="notranslate" translate="no">near</code> 设置成0.00001</p>
  251. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 45;
  252. const aspect = 2; // canvas 默认
  253. -const near = 0.1;
  254. +const near = 0.00001;
  255. const far = 100;
  256. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  257. </pre>
  258. <p>调整一下GUI使得能设置到0.00001</p>
  259. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  260. +gui.add(minMaxGUIHelper, 'min', 0.00001, 50, 0.00001).name('near').onChange(updateCamera);
  261. </pre>
  262. <p>你觉得会发生什么?</p>
  263. <p></p><div translate="no" class="threejs_example_container notranslate">
  264. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-z-fighting.html"></iframe></div>
  265. <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>
  266. </div>
  267. <p></p>
  268. <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>
  269. <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>
  270. <div class="threejs_center"><img src="../resources/images/z-fighting.png" style="width: 570px;"></div>
  271. <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>
  272. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
  273. +const renderer = new THREE.WebGLRenderer({
  274. + antialias: true,
  275. + canvas,
  276. + logarithmicDepthBuffer: true,
  277. +});
  278. </pre>
  279. <p>这看起来就行了</p>
  280. <p></p><div translate="no" class="threejs_example_container notranslate">
  281. <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>
  282. <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>
  283. </div>
  284. <p></p>
  285. <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>
  286. <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>
  287. <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>
  288. <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>
  289. <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>
  290. <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>
  291. <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>
  292. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = -1;
  293. const right = 1;
  294. const top = 1;
  295. const bottom = -1;
  296. const near = 5;
  297. const far = 50;
  298. const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  299. camera.zoom = 0.2;
  300. </pre>
  301. <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>
  302. <p>给GUI添加<code class="notranslate" translate="no">zoom</code>设置:</p>
  303. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI();
  304. +gui.add(camera, 'zoom', 0.01, 1, 0.01).listen();
  305. </pre>
  306. <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>
  307. <p>最后更改aspect然后更新摄像机:</p>
  308. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  309. const aspect = setScissorForElement(view1Elem);
  310. // 使用aspect更新摄像机
  311. - camera.aspect = aspect;
  312. + camera.left = -aspect;
  313. + camera.right = aspect;
  314. camera.updateProjectionMatrix();
  315. cameraHelper.update();
  316. // 在主摄像机中不绘制视野辅助线
  317. cameraHelper.visible = false;
  318. scene.background.set(0x000000);
  319. renderer.render(scene, camera);
  320. }
  321. </pre>
  322. <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>
  323. <p></p><div translate="no" class="threejs_example_container notranslate">
  324. <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>
  325. <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>
  326. </div>
  327. <p></p>
  328. <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>
  329. <p>将原点置于中心,令一个像素等于一个单位</p>
  330. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = -canvas.width / 2;
  331. camera.right = canvas.width / 2;
  332. camera.top = canvas.height / 2;
  333. camera.bottom = -canvas.height / 2;
  334. camera.near = -1;
  335. camera.far = 1;
  336. camera.zoom = 1;
  337. </pre>
  338. <p>或者如果我们想让原点在左上,就像是2D canvas</p>
  339. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = 0;
  340. camera.right = canvas.width;
  341. camera.top = 0;
  342. camera.bottom = canvas.height;
  343. camera.near = -1;
  344. camera.far = 1;
  345. camera.zoom = 1;
  346. </pre>
  347. <p>这样左上角就成了0,0</p>
  348. <p>试试,这样设置摄像机</p>
  349. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = 0;
  350. const right = 300; // 默认的canvas大小
  351. const top = 0;
  352. const bottom = 150; // 默认的canvas大小
  353. const near = -1;
  354. const far = 1;
  355. const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  356. camera.zoom = 1;
  357. </pre>
  358. <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>
  359. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
  360. const textures = [
  361. loader.load('resources/images/flower-1.jpg'),
  362. loader.load('resources/images/flower-2.jpg'),
  363. loader.load('resources/images/flower-3.jpg'),
  364. loader.load('resources/images/flower-4.jpg'),
  365. loader.load('resources/images/flower-5.jpg'),
  366. loader.load('resources/images/flower-6.jpg'),
  367. ];
  368. const planeSize = 256;
  369. const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
  370. const planes = textures.map((texture) =&gt; {
  371. const planePivot = new THREE.Object3D();
  372. scene.add(planePivot);
  373. texture.magFilter = THREE.NearestFilter;
  374. const planeMat = new THREE.MeshBasicMaterial({
  375. map: texture,
  376. side: THREE.DoubleSide,
  377. });
  378. const mesh = new THREE.Mesh(planeGeo, planeMat);
  379. planePivot.add(mesh);
  380. // 调整平面使得左上角为原点
  381. mesh.position.set(planeSize / 2, planeSize / 2, 0);
  382. return planePivot;
  383. });
  384. </pre>
  385. <p>然后当 canvas 更新后我们更新摄像机设置</p>
  386. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render() {
  387. if (resizeRendererToDisplaySize(renderer)) {
  388. camera.right = canvas.width;
  389. camera.bottom = canvas.height;
  390. camera.updateProjectionMatrix();
  391. }
  392. ...
  393. </pre>
  394. <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。
  395. 现在让它随着时间移动</p>
  396. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  397. time *= 0.001; // 转换为秒;
  398. ...
  399. const distAcross = Math.max(20, canvas.width - planeSize);
  400. const distDown = Math.max(20, canvas.height - planeSize);
  401. // 来回运动的总距离
  402. const xRange = distAcross * 2;
  403. const yRange = distDown * 2;
  404. const speed = 180;
  405. planes.forEach((plane, ndx) =&gt; {
  406. // 为每个平面单独计算时间
  407. const t = time * speed + ndx * 300;
  408. // 在0到最远距离之间获取一个值
  409. const xt = t % xRange;
  410. const yt = t % yRange;
  411. // 0到距离的一半, 向前运动
  412. // 另一半的时候往回运动
  413. const x = xt &lt; distAcross ? xt : xRange - xt;
  414. const y = yt &lt; distDown ? yt : yRange - yt;
  415. plane.position.set(x, y, 0);
  416. });
  417. renderer.render(scene, camera);
  418. </pre>
  419. <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>
  420. <p></p><div translate="no" class="threejs_example_container notranslate">
  421. <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>
  422. <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>
  423. </div>
  424. <p></p>
  425. <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>
  426. <div class="threejs_center"><img src="../resources/images/quad-viewport.png" style="width: 574px;"></div>
  427. <p>上面的截图展示了一个透视图和三个正交视角。</p>
  428. <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>
  429. <p><canvas id="c"></canvas></p>
  430. <script type="module" src="../resources/threejs-cameras.js"></script>
  431. </div>
  432. </div>
  433. </div>
  434. <script src="../resources/prettify.js"></script>
  435. <script src="../resources/lesson.js"></script>
  436. </body></html>