three.js之正投影攝像機與透視投影攝像機的區別

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>Three框架</title>
        <script src="../static/three.js-master/build/three.js"></script>
        <style type="text/css">
            div#canvas-frame {
                border: none;
                cursor: pointer;
                width: 100%;
                height: 600px;
                background-color: #EEEEEE;
            }

        </style>
        <script>
            var renderer;  // 渲染器
            function initThree() {
                width = window.innerWidth;  // 寬度
                height = window.innerHeight;  // 長度
                renderer = new THREE.WebGLRenderer({
                    antialias : true  // 設置反鋸齒
                });
                renderer.setSize(width, height);
                document.getElementById('canvas-frame').appendChild(renderer.domElement);
                renderer.setClearColor(0xFFFFFF, 1.0);
            }

            var camera;
            function initCamera() {
                camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);  // 透視投影攝像機
                // camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 10, 1000 );  // 正投影攝像機
                camera.position.x = 0;  // 設置相機的座標
                camera.position.y = 0;
                camera.position.z = 600;
                camera.up.x = 0;
                camera.up.y = 1;  // 設置相機的上爲y軸方向
                camera.up.z = 0;
                camera.lookAt(0, 0, 0);  // 相機lookAt的點必定顯示在屏幕的正中央:利用這點,咱們能夠實現物體移動時,咱們能夠一直跟蹤物體,讓物體永遠在屏幕的中央

            }

            var scene;  // 建立場景
            function initScene() {
                scene = new THREE.Scene();
            }

            var light;  // 建立光源
            function initLight() {
                light = new THREE.AmbientLight(0xFF0000);  // 環境光源
                light.position.set(100, 100, 200);
                scene.add(light);

                light = new THREE.PointLight(0x00FF00);  // 點光源
                light.position.set(0, 0,300);
                scene.add(light);
            }

            var cube;
            function initObject() {
                var geometry = new THREE.CylinderGeometry( 70,100,200);  // 建立幾何體  寬度  長度  深度
                var material = new THREE.MeshLambertMaterial( { color:0xFFFFFF} );  // 建立外表和設置顏色
                var mesh = new THREE.Mesh( geometry,material);  // Mesh是一個類,用來生成物體
                mesh.position = new THREE.Vector3(0,0,0);
                scene.add(mesh);  // 加到場景
            }

            function threeStart() {
                initThree();
                initCamera();
                initScene();
                initLight();
                initObject();
                animation();

            }
            function animation()
            {
                changeFov();
                renderer.render(scene, camera);
                requestAnimationFrame(animation);  // 循環調用
            }

            function setCameraFov(fov)
            {
                camera.fov = fov;
                camera.updateProjectionMatrix();
            }

            function changeFov()
            {
                var txtFov = document.getElementById("txtFov").value;
                var val = parseFloat(txtFov);
                setCameraFov(val);
            }
        </script>
    </head>

    <body onload="threeStart();">
        <div id="canvas-frame"></div>
        <div>
            Fov:<input type="text" value="45" id="txtFov"/>(0到180的值)
        </div>
    </body>
</html>

附帶three.js代碼,點擊下載css

上面代碼是透視投影攝像機的效果,以下圖所示:html

正投影攝像機canvas

camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 10, 1000 );

它基本上各個方向大小都相同,沒有透視的效果。以下圖所示:app

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