1
0

cameras.html 27 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476
  1. <!DOCTYPE html><html lang="zh"><head>
  2. <meta charset="utf-8">
  3. <title>摄像机</title>
  4. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  5. <meta name="twitter:card" content="summary_large_image">
  6. <meta name="twitter:site" content="@threejs">
  7. <meta name="twitter:title" content="Three.js – 摄像机">
  8. <meta property="og:image" content="https://threejs.org/files/share.png">
  9. <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
  10. <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
  11. <link rel="stylesheet" href="../resources/lesson.css">
  12. <link rel="stylesheet" href="../resources/lang.css">
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../../build/three.module.js"
  17. }
  18. }
  19. </script>
  20. <link rel="stylesheet" href="/manual/zh/lang.css">
  21. </head>
  22. <body>
  23. <div class="container">
  24. <div class="lesson-title">
  25. <h1>摄像机</h1>
  26. </div>
  27. <div class="lesson">
  28. <div class="lesson-main">
  29. <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>
  30. <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>
  31. <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>
  32. <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>。
  33. 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>
  34. <div class="spread">
  35. <div><div data-diagram="shapeCube"></div><div>立方体</div></div>
  36. <div><div data-diagram="shapeCone"></div><div>圆锥</div></div>
  37. <div><div data-diagram="shapeSphere"></div><div>球</div></div>
  38. <div><div data-diagram="shapeCylinder"></div><div>圆柱</div></div>
  39. <div><div data-diagram="shapeFrustum"></div><div>锥台</div></div>
  40. </div>
  41. <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>
  42. <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>
  43. <p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p>
  44. <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。
  45. 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>
  46. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class MinMaxGUIHelper {
  47. constructor(obj, minProp, maxProp, minDif) {
  48. this.obj = obj;
  49. this.minProp = minProp;
  50. this.maxProp = maxProp;
  51. this.minDif = minDif;
  52. }
  53. get min() {
  54. return this.obj[this.minProp];
  55. }
  56. set min(v) {
  57. this.obj[this.minProp] = v;
  58. this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
  59. }
  60. get max() {
  61. return this.obj[this.maxProp];
  62. }
  63. set max(v) {
  64. this.obj[this.maxProp] = v;
  65. this.min = this.min; // 这将调用min的setter
  66. }
  67. }
  68. </pre>
  69. <p>现在我们可以将GUI设置为:</p>
  70. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function updateCamera() {
  71. camera.updateProjectionMatrix();
  72. }
  73. const gui = new GUI();
  74. gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
  75. const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
  76. gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  77. gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  78. </pre>
  79. <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>
  80. <p></p><div translate="no" class="threejs_example_container notranslate">
  81. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-perspective.html"></iframe></div>
  82. <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>
  83. </div>
  84. <p></p>
  85. <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>
  86. <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>
  87. <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>
  88. <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>
  89. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;body&gt;
  90. &lt;canvas id="c"&gt;&lt;/canvas&gt;
  91. + &lt;div class="split"&gt;
  92. + &lt;div id="view1" tabindex="1"&gt;&lt;/div&gt;
  93. + &lt;div id="view2" tabindex="2"&gt;&lt;/div&gt;
  94. + &lt;/div&gt;
  95. &lt;/body&gt;
  96. </pre>
  97. <p>CSS将控制两个视窗并排显示在 canvas 中:</p>
  98. <pre class="prettyprint showlinemods notranslate lang-css" translate="no">.split {
  99. position: absolute;
  100. left: 0;
  101. top: 0;
  102. width: 100%;
  103. height: 100%;
  104. display: flex;
  105. }
  106. .split&gt;div {
  107. width: 100%;
  108. height: 100%;
  109. }
  110. </pre>
  111. <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>
  112. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cameraHelper = new THREE.CameraHelper(camera);
  113. ...
  114. scene.add(cameraHelper);
  115. </pre>
  116. <p>我们现在需要查找到刚刚定义的两个元素:</p>
  117. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const view1Elem = document.querySelector('#view1');
  118. const view2Elem = document.querySelector('#view2');
  119. </pre>
  120. <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>
  121. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const controls = new OrbitControls(camera, canvas);
  122. +const controls = new OrbitControls(camera, view1Elem);
  123. </pre>
  124. <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>
  125. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const camera2 = new THREE.PerspectiveCamera(
  126. 60, // fov
  127. 2, // aspect
  128. 0.1, // near
  129. 500, // far
  130. );
  131. camera2.position.set(40, 10, 30);
  132. camera2.lookAt(0, 5, 0);
  133. const controls2 = new OrbitControls(camera2, view2Elem);
  134. controls2.target.set(0, 5, 0);
  135. controls2.update();
  136. </pre>
  137. <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。
  138. 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>
  139. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function setScissorForElement(elem) {
  140. const canvasRect = canvas.getBoundingClientRect();
  141. const elemRect = elem.getBoundingClientRect();
  142. // 计算canvas的尺寸
  143. const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left;
  144. const left = Math.max(0, elemRect.left - canvasRect.left);
  145. const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top;
  146. const top = Math.max(0, elemRect.top - canvasRect.top);
  147. const width = Math.min(canvasRect.width, right - left);
  148. const height = Math.min(canvasRect.height, bottom - top);
  149. // 设置剪函数以仅渲染一部分场景
  150. const positiveYUpBottom = canvasRect.height - bottom;
  151. renderer.setScissor(left, positiveYUpBottom, width, height);
  152. renderer.setViewport(left, positiveYUpBottom, width, height);
  153. // 返回aspect
  154. return width / height;
  155. }
  156. </pre>
  157. <p>我们用这个函数在<code class="notranslate" translate="no">render</code>中绘制两遍场景</p>
  158. <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> function render() {
  159. - if (resizeRendererToDisplaySize(renderer)) {
  160. - const canvas = renderer.domElement;
  161. - camera.aspect = canvas.clientWidth / canvas.clientHeight;
  162. - camera.updateProjectionMatrix();
  163. - }
  164. + resizeRendererToDisplaySize(renderer);
  165. +
  166. + // 启用剪刀函数
  167. + renderer.setScissorTest(true);
  168. +
  169. + // 渲染主视野
  170. + {
  171. + const aspect = setScissorForElement(view1Elem);
  172. +
  173. + // 用计算出的aspect修改摄像机参数
  174. + camera.aspect = aspect;
  175. + camera.updateProjectionMatrix();
  176. + cameraHelper.update();
  177. +
  178. + // 来原视野中不要绘制cameraHelper
  179. + cameraHelper.visible = false;
  180. +
  181. + scene.background.set(0x000000);
  182. +
  183. + // 渲染
  184. + renderer.render(scene, camera);
  185. + }
  186. +
  187. + // 渲染第二台摄像机
  188. + {
  189. + const aspect = setScissorForElement(view2Elem);
  190. +
  191. + // 调整aspect
  192. + camera2.aspect = aspect;
  193. + camera2.updateProjectionMatrix();
  194. +
  195. + // 在第二台摄像机中绘制cameraHelper
  196. + cameraHelper.visible = true;
  197. +
  198. + scene.background.set(0x000040);
  199. +
  200. + renderer.render(scene, camera2);
  201. + }
  202. - renderer.render(scene, camera);
  203. requestAnimationFrame(render);
  204. }
  205. requestAnimationFrame(render);
  206. }
  207. </pre>
  208. <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>
  209. <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>
  210. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function updateCamera() {
  211. - camera.updateProjectionMatrix();
  212. -}
  213. const gui = new GUI();
  214. -gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
  215. +gui.add(camera, 'fov', 1, 180);
  216. const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
  217. -gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  218. -gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  219. +gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near');
  220. +gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far');
  221. </pre>
  222. <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>
  223. <p></p><div translate="no" class="threejs_example_container notranslate">
  224. <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>
  225. <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>
  226. </div>
  227. <p></p>
  228. <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>
  229. <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>
  230. <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>
  231. <p>从上面的例子出发,我们向场景中添加20个球:</p>
  232. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  233. const sphereRadius = 3;
  234. const sphereWidthDivisions = 32;
  235. const sphereHeightDivisions = 16;
  236. const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
  237. const numSpheres = 20;
  238. for (let i = 0; i &lt; numSpheres; ++i) {
  239. const sphereMat = new THREE.MeshPhongMaterial();
  240. sphereMat.color.setHSL(i * .73, 1, 0.5);
  241. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  242. mesh.position.set(-sphereRadius - 1, sphereRadius + 2, i * sphereRadius * -2.2);
  243. scene.add(mesh);
  244. }
  245. }
  246. </pre>
  247. <p>把 <code class="notranslate" translate="no">near</code> 设置成0.00001</p>
  248. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 45;
  249. const aspect = 2; // canvas 默认
  250. -const near = 0.1;
  251. +const near = 0.00001;
  252. const far = 100;
  253. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  254. </pre>
  255. <p>调整一下GUI使得能设置到0.00001</p>
  256. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  257. +gui.add(minMaxGUIHelper, 'min', 0.00001, 50, 0.00001).name('near').onChange(updateCamera);
  258. </pre>
  259. <p>你觉得会发生什么?</p>
  260. <p></p><div translate="no" class="threejs_example_container notranslate">
  261. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-z-fighting.html"></iframe></div>
  262. <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>
  263. </div>
  264. <p></p>
  265. <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>
  266. <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>
  267. <div class="threejs_center"><img src="../resources/images/z-fighting.png" style="width: 570px;"></div>
  268. <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>
  269. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
  270. +const renderer = new THREE.WebGLRenderer({
  271. + antialias: true,
  272. + canvas,
  273. + logarithmicDepthBuffer: true,
  274. +});
  275. </pre>
  276. <p>这看起来就行了</p>
  277. <p></p><div translate="no" class="threejs_example_container notranslate">
  278. <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>
  279. <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>
  280. </div>
  281. <p></p>
  282. <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>
  283. <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>
  284. <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>
  285. <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>
  286. <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>
  287. <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>
  288. <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>
  289. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = -1;
  290. const right = 1;
  291. const top = 1;
  292. const bottom = -1;
  293. const near = 5;
  294. const far = 50;
  295. const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  296. camera.zoom = 0.2;
  297. </pre>
  298. <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>
  299. <p>给GUI添加<code class="notranslate" translate="no">zoom</code>设置:</p>
  300. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI();
  301. +gui.add(camera, 'zoom', 0.01, 1, 0.01).listen();
  302. </pre>
  303. <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>
  304. <p>最后更改aspect然后更新摄像机:</p>
  305. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  306. const aspect = setScissorForElement(view1Elem);
  307. // 使用aspect更新摄像机
  308. - camera.aspect = aspect;
  309. + camera.left = -aspect;
  310. + camera.right = aspect;
  311. camera.updateProjectionMatrix();
  312. cameraHelper.update();
  313. // 在主摄像机中不绘制视野辅助线
  314. cameraHelper.visible = false;
  315. scene.background.set(0x000000);
  316. renderer.render(scene, camera);
  317. }
  318. </pre>
  319. <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>
  320. <p></p><div translate="no" class="threejs_example_container notranslate">
  321. <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>
  322. <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>
  323. </div>
  324. <p></p>
  325. <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>
  326. <p>将原点置于中心,令一个像素等于一个单位</p>
  327. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = -canvas.width / 2;
  328. camera.right = canvas.width / 2;
  329. camera.top = canvas.height / 2;
  330. camera.bottom = -canvas.height / 2;
  331. camera.near = -1;
  332. camera.far = 1;
  333. camera.zoom = 1;
  334. </pre>
  335. <p>或者如果我们想让原点在左上,就像是2D canvas</p>
  336. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = 0;
  337. camera.right = canvas.width;
  338. camera.top = 0;
  339. camera.bottom = canvas.height;
  340. camera.near = -1;
  341. camera.far = 1;
  342. camera.zoom = 1;
  343. </pre>
  344. <p>这样左上角就成了0,0</p>
  345. <p>试试,这样设置摄像机</p>
  346. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = 0;
  347. const right = 300; // 默认的canvas大小
  348. const top = 0;
  349. const bottom = 150; // 默认的canvas大小
  350. const near = -1;
  351. const far = 1;
  352. const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  353. camera.zoom = 1;
  354. </pre>
  355. <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>
  356. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
  357. const textures = [
  358. loader.load('resources/images/flower-1.jpg'),
  359. loader.load('resources/images/flower-2.jpg'),
  360. loader.load('resources/images/flower-3.jpg'),
  361. loader.load('resources/images/flower-4.jpg'),
  362. loader.load('resources/images/flower-5.jpg'),
  363. loader.load('resources/images/flower-6.jpg'),
  364. ];
  365. const planeSize = 256;
  366. const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
  367. const planes = textures.map((texture) =&gt; {
  368. const planePivot = new THREE.Object3D();
  369. scene.add(planePivot);
  370. texture.magFilter = THREE.NearestFilter;
  371. const planeMat = new THREE.MeshBasicMaterial({
  372. map: texture,
  373. side: THREE.DoubleSide,
  374. });
  375. const mesh = new THREE.Mesh(planeGeo, planeMat);
  376. planePivot.add(mesh);
  377. // 调整平面使得左上角为原点
  378. mesh.position.set(planeSize / 2, planeSize / 2, 0);
  379. return planePivot;
  380. });
  381. </pre>
  382. <p>然后当 canvas 更新后我们更新摄像机设置</p>
  383. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render() {
  384. if (resizeRendererToDisplaySize(renderer)) {
  385. camera.right = canvas.width;
  386. camera.bottom = canvas.height;
  387. camera.updateProjectionMatrix();
  388. }
  389. ...
  390. </pre>
  391. <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。
  392. 现在让它随着时间移动</p>
  393. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  394. time *= 0.001; // 转换为秒;
  395. ...
  396. const distAcross = Math.max(20, canvas.width - planeSize);
  397. const distDown = Math.max(20, canvas.height - planeSize);
  398. // 来回运动的总距离
  399. const xRange = distAcross * 2;
  400. const yRange = distDown * 2;
  401. const speed = 180;
  402. planes.forEach((plane, ndx) =&gt; {
  403. // 为每个平面单独计算时间
  404. const t = time * speed + ndx * 300;
  405. // 在0到最远距离之间获取一个值
  406. const xt = t % xRange;
  407. const yt = t % yRange;
  408. // 0到距离的一半, 向前运动
  409. // 另一半的时候往回运动
  410. const x = xt &lt; distAcross ? xt : xRange - xt;
  411. const y = yt &lt; distDown ? yt : yRange - yt;
  412. plane.position.set(x, y, 0);
  413. });
  414. renderer.render(scene, camera);
  415. </pre>
  416. <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>
  417. <p></p><div translate="no" class="threejs_example_container notranslate">
  418. <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>
  419. <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>
  420. </div>
  421. <p></p>
  422. <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>
  423. <div class="threejs_center"><img src="../resources/images/quad-viewport.png" style="width: 574px;"></div>
  424. <p>上面的截图展示了一个透视图和三个正交视角。</p>
  425. <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>
  426. <p><canvas id="c"></canvas></p>
  427. <script type="module" src="../resources/threejs-cameras.js"></script>
  428. </div>
  429. </div>
  430. </div>
  431. <script src="../resources/prettify.js"></script>
  432. <script src="../resources/lesson.js"></script>
  433. </body></html>