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  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>广告牌(Billboards)</title>
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  9. <meta name="twitter:title" content="Three.js – Billboards">
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  15. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../../build/three.module.js"
  19. }
  20. }
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  22. <link rel="stylesheet" href="/manual/zh/lang.css">
  23. </head>
  24. <body>
  25. <div class="container">
  26. <div class="lesson-title">
  27. <h1>广告牌(Billboards)</h1>
  28. </div>
  29. <div class="lesson">
  30. <div class="lesson-main">
  31. <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
  32. class="notranslate" translate="no">CanvasTexture</code></a>
  33. 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
  34. class="notranslate" translate="no">Sprite</code></a> 和
  35. <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate"
  36. translate="no">SpriteMaterial</code></a> 来实现这个功能。
  37. </p>
  38. <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>,
  39. 应用 <a href="/docs/#api/en/objects/Sprite"><code class="notranslate" translate="no">Sprite</code></a> and
  40. <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate"
  41. translate="no">SpriteMaterial</code></a>
  42. </p>
  43. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makePerson(x, labelWidth, size, name, color) {
  44. const canvas = makeLabelCanvas(labelWidth, size, name);
  45. const texture = new THREE.CanvasTexture(canvas);
  46. // 因为我们的Canvas的尺寸可能不是2的N次方
  47. // 在两个维度上适当地设置filter属性
  48. texture.minFilter = THREE.LinearFilter;
  49. texture.wrapS = THREE.ClampToEdgeWrapping;
  50. texture.wrapT = THREE.ClampToEdgeWrapping;
  51. - const labelMaterial = new THREE.MeshBasicMaterial({
  52. + const labelMaterial = new THREE.SpriteMaterial({
  53. map: texture,
  54. - side: THREE.DoubleSide,
  55. transparent: true,
  56. });
  57. const root = new THREE.Object3D();
  58. root.position.x = x;
  59. const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
  60. root.add(body);
  61. body.position.y = bodyHeight / 2;
  62. const head = new THREE.Mesh(headGeometry, bodyMaterial);
  63. root.add(head);
  64. head.position.y = bodyHeight + headRadius * 1.1;
  65. - const label = new THREE.Mesh(labelGeometry, labelMaterial);
  66. + const label = new THREE.Sprite(labelMaterial);
  67. root.add(label);
  68. label.position.y = bodyHeight * 4 / 5;
  69. label.position.z = bodyRadiusTop * 1.01;</pre>
  70. <p>现在标签始终是面向相机了。</p>
  71. <p></p>
  72. <div translate="no" class="threejs_example_container notranslate">
  73. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  74. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-labels-w-sprites.html"></iframe>
  75. </div>
  76. <a class="threejs_center" href="/manual/examples/billboard-labels-w-sprites.html" target="_blank">点击在新窗口打开</a>
  77. </div>
  78. <p></p>
  79. <p>一个问题是,从某些角度来看的话,标签与人物重合了。 </p>
  80. <div class="threejs_center"><img src="../resources/images/billboard-label-z-issue.png" style="width: 455px;">
  81. </div>
  82. <p>我们可以通过移动标签的位置来解决此问题。</p>
  83. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  84. +// 如果单位是米,这里就用0.01
  85. +// 也就是以厘米作为标签的单位
  86. +const labelBaseScale = 0.01;
  87. const label = new THREE.Sprite(labelMaterial);
  88. root.add(label);
  89. -label.position.y = bodyHeight * 4 / 5;
  90. -label.position.z = bodyRadiusTop * 1.01;
  91. +label.position.y = head.position.y + headRadius + size * labelBaseScale;
  92. -// 如果单位是米,这里就用0.01
  93. -// 也就是以厘米作为标签的单位
  94. -const labelBaseScale = 0.01;
  95. label.scale.x = canvas.width * labelBaseScale;
  96. label.scale.y = canvas.height * labelBaseScale;</pre>
  97. <p></p>
  98. <div translate="no" class="threejs_example_container notranslate">
  99. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  100. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-labels-w-sprites-adjust-height.html"></iframe>
  101. </div>
  102. <a class="threejs_center" href="/manual/examples/billboard-labels-w-sprites-adjust-height.html"
  103. target="_blank">点击在新窗口打开</a>
  104. </div>
  105. <p></p>
  106. <p>我们可以用Billboard做的另一件事是绘制立面(Facades)。</p>
  107. <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>
  108. <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>
  109. <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>
  110. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  111. const trunkRadius = .2;
  112. const trunkHeight = 1;
  113. const trunkRadialSegments = 12;
  114. const trunkGeometry = new THREE.CylinderGeometry(
  115. trunkRadius, trunkRadius, trunkHeight, trunkRadialSegments);
  116. const topRadius = trunkRadius * 4;
  117. const topHeight = trunkHeight * 2;
  118. const topSegments = 12;
  119. const topGeometry = new THREE.ConeGeometry(
  120. topRadius, topHeight, topSegments);
  121. const trunkMaterial = new THREE.MeshPhongMaterial({color: 'brown'});
  122. const topMaterial = new THREE.MeshPhongMaterial({color: 'green'});</pre>
  123. <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"
  124. translate="no">Mesh</code></a>
  125. ,并把它们都加入到一个 <a href="/docs/#api/en/core/Object3D"><code class="notranslate"
  126. translate="no">Object3D</code></a>对象下。</p>
  127. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  128. function makeTree(x, z) {
  129. const root = new THREE.Object3D();
  130. const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
  131. trunk.position.y = trunkHeight / 2;
  132. root.add(trunk);
  133. const top = new THREE.Mesh(topGeometry, topMaterial);
  134. top.position.y = trunkHeight + topHeight / 2;
  135. root.add(top);
  136. root.position.set(x, 0, z);
  137. scene.add(root);
  138. return root;
  139. }</pre>
  140. <p>然后我们会创建一个循环,生成树网络。</p>
  141. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  142. for (let z = -50; z &lt;= 50; z += 10) {
  143. for (let x = -50; x &lt;= 50; x += 10) {
  144. makeTree(x, z);
  145. }
  146. }</pre>
  147. <p>让我们再增加一个地平面。</p>
  148. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  149. // 添加地面
  150. {
  151. const size = 400;
  152. const geometry = new THREE.PlaneGeometry(size, size);
  153. const material = new THREE.MeshPhongMaterial({color: 'gray'});
  154. const mesh = new THREE.Mesh(geometry, material);
  155. mesh.rotation.x = Math.PI * -0.5;
  156. scene.add(mesh);
  157. }</pre>
  158. <p>然后把背景调整为浅蓝(lightblue)</p>
  159. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  160. const scene = new THREE.Scene();
  161. -scene.background = new THREE.Color('white');
  162. +scene.background = new THREE.Color('lightblue');</pre>
  163. <p>我们得到了一个树木网络</p>
  164. <p></p>
  165. <div translate="no" class="threejs_example_container notranslate">
  166. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  167. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-trees-no-billboards.html"></iframe>
  168. </div>
  169. <a class="threejs_center" href="/manual/examples/billboard-trees-no-billboards.html"
  170. target="_blank">点击在新窗口打开</a>
  171. </div>
  172. <p></p>
  173. <p>这里有11x11或者121棵树,每棵树由12个多边形组成的锥体 +
  174. 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。
  175. </p>
  176. <p>使用Facades,可以降低这个数字。</p>
  177. <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>
  178. <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
  179. <code class="notranslate" translate="no">RenderTarget</code>
  180. 来渲染,具体在这篇 <a href="rendertargets.html">渲染目标</a> 文章里。
  181. </p>
  182. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  183. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  184. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  185. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  186. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  187. camera.position.copy(boxCenter);
  188. camera.position.z += distance;
  189. // 为视锥体选择合适的near和far值
  190. // 可以把盒模型包裹进来
  191. camera.near = boxSize / 100;
  192. camera.far = boxSize * 100;
  193. camera.updateProjectionMatrix();
  194. }
  195. function makeSpriteTexture(textureSize, obj) {
  196. const rt = new THREE.WebGLRenderTarget(textureSize, textureSize);
  197. const aspect = 1; // 因为Render Target是正方形
  198. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  199. scene.add(obj);
  200. // 计算对象的盒模型
  201. const box = new THREE.Box3().setFromObject(obj);
  202. const boxSize = box.getSize(new THREE.Vector3());
  203. const boxCenter = box.getCenter(new THREE.Vector3());
  204. // 设置相机去构建盒模型
  205. const fudge = 1.1;
  206. const size = Math.max(...boxSize.toArray()) * fudge;
  207. frameArea(size, size, boxCenter, camera);
  208. renderer.autoClear = false;
  209. renderer.setRenderTarget(rt);
  210. renderer.render(scene, camera);
  211. renderer.setRenderTarget(null);
  212. renderer.autoClear = true;
  213. scene.remove(obj);
  214. return {
  215. position: boxCenter.multiplyScalar(fudge),
  216. scale: size,
  217. texture: rt.texture,
  218. };
  219. }</pre>
  220. <p>关于上面代码的一些注意事项:</p>
  221. <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,
  222. </p>
  223. <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>
  224. <p>我们再次调用 <code class="notranslate" translate="no">frameArea</code>,稍微改写了一下<a
  225. href="load-obj.html">加载.obj的文件</a>。
  226. 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>
  227. <p>我们将想要适应的大小乘以1.1倍(<code class="notranslate" translate="no">fudge</code>)
  228. 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
  229. <em>(fudge)</em> 一下。
  230. </p>
  231. <p>然后我们渲染到RenderTarget中,然后从场景中移除此对象。 </p>
  232. <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>
  233. <p>我们也不能给场景设置背景色。</p>
  234. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  235. const scene = new THREE.Scene();
  236. -scene.background = new THREE.Color('lightblue');</pre>
  237. <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>
  238. <p>然后我们制作一棵树,调用此代码:</p>
  239. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  240. // 创建Billboard纹理
  241. const tree = makeTree(0, 0);
  242. const facadeSize = 64;
  243. const treeSpriteInfo = makeSpriteTexture(facadeSize, tree);</pre>
  244. <p>然后我们可以制作一个Facade网络,而不是树网络。</p>
  245. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  246. +function makeSprite(spriteInfo, x, z) {
  247. + const {texture, offset, scale} = spriteInfo;
  248. + const mat = new THREE.SpriteMaterial({
  249. + map: texture,
  250. + transparent: true,
  251. + });
  252. + const sprite = new THREE.Sprite(mat);
  253. + scene.add(sprite);
  254. + sprite.position.set(
  255. + offset.x + x,
  256. + offset.y,
  257. + offset.z + z);
  258. + sprite.scale.set(scale, scale, scale);
  259. +}
  260. for (let z = -50; z &lt;= 50; z += 10) {
  261. for (let x = -50; x &lt;= 50; x += 10) {
  262. - makeTree(x, z);
  263. + makeSprite(treeSpriteInfo, x, z);
  264. }
  265. }</pre>
  266. <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>
  267. <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>
  268. <pre class="prettyprint showlinemods notranslate lang-js"
  269. translate="no">scene.background = new THREE.Color('lightblue');</pre>
  270. <p>现在我们得到了一个全是树Facades的场景。</p>
  271. <p></p>
  272. <div translate="no" class="threejs_example_container notranslate">
  273. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  274. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-trees-static-billboards.html"></iframe>
  275. </div>
  276. <a class="threejs_center" href="/manual/examples/billboard-trees-static-billboards.html"
  277. target="_blank">点击在新窗口打开</a>
  278. </div>
  279. <p></p>
  280. <p>
  281. 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。
  282. </p>
  283. <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>
  284. <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>
  285. </div>
  286. </div>
  287. </div>
  288. <script src="../resources/prettify.js"></script>
  289. <script src="../resources/lesson.js"></script>
  290. </body>
  291. </html>