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<h1>[name]</h1>
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<h1>[name]</h1>
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<p class="desc">
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<p class="desc">
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- Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
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+ 这一摄像机使用[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection](正交投影)来进行投影。<br /><br />
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- In this projection mode, an object's size in the rendered image stays constant
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- regardless of its distance from the camera.<br /><br />
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+ 在这种投影模式下,无论物体距离相机距离远或者近,在最终渲染的图片中物体的大小都保持不变。
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+ <br /><br />
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- This can be useful for rendering 2D scenes and UI elements, amongst other things.
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+
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+ 这对于渲染2D场景或者UI元素是非常有用的。
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</p>
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</p>
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- <h2>Example</h2>
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+ <h2>示例</h2>
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<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
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<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
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<p>[example:webgl_camera camera ]</p>
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<p>[example:webgl_camera camera ]</p>
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@@ -40,104 +41,104 @@
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scene.add( camera );</code>
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scene.add( camera );</code>
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- <h2>Constructor</h2>
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+ <h2>构造器</h2>
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<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
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<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
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<p>
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<p>
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- left — Camera frustum left plane.<br />
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- right — Camera frustum right plane.<br />
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- top — Camera frustum top plane.<br />
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- bottom — Camera frustum bottom plane.<br />
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- near — Camera frustum near plane.<br />
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- far — Camera frustum far plane.<br /><br />
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-
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- Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
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+ left — 摄像机视锥体左侧面。<br />
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+ right — 摄像机视锥体右侧面。<br />
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+ top — 摄像机视锥体上侧面。<br />
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+ bottom — 摄像机视锥体下侧面。<br />
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+ near — 摄像机视锥体近端面。<br />
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+ far — 摄像机视锥体远端面。<br /><br />
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+
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+ 这些参数一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)。
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</p>
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</p>
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- <h2>Properties</h2>
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+ <h2>属性</h2>
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<p>
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<p>
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- See the base [page:Camera] class for common properties.<br>
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- Note that after making changes to most of these properties you will have to call
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- [page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
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+ 请参阅其基类[page:Camera]来查看其共有属性。
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+ <br>
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+ 请注意,在大多数属性发生改变之后,你将需要调用[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
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</p>
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</p>
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<h3>[property:Float bottom]</h3>
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<h3>[property:Float bottom]</h3>
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- <p>Camera frustum bottom plane.</p>
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+ <p>摄像机视锥体下侧面。</p>
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<h3>[property:Float far]</h3>
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<h3>[property:Float far]</h3>
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<p>
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<p>
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- Camera frustum far plane. Default is *2000*.<br /><br />
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-
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- The valid range is between the current value of the [page:.near near] plane and infinity.
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+ 摄像机视锥体远端面,其默认值为*2000*。<br /><br />
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+ 其值的有效范围介于[page:.near near](摄像机视锥体近端面)和无穷大之间。
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</p>
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</p>
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<h3>[property:Boolean isOrthographicCamera]</h3>
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<h3>[property:Boolean isOrthographicCamera]</h3>
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<p>
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<p>
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- Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
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-
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- This should not be changed as it is used internally by the renderer for optimisation.
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+ 用于测试这个类或者派生类是否为OrthographicCameras,默认为*true*。<br /><br />
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+ 你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
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</p>
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</p>
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<h3>[property:Float left]</h3>
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<h3>[property:Float left]</h3>
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- <p>Camera frustum left plane.</p>
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+ <p>摄像机视锥体左侧面。</p>
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<h3>[property:Float near]</h3>
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<h3>[property:Float near]</h3>
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<p>
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<p>
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- Camera frustum near plane. Default is *0.1*.<br /><br />
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+ 摄像机视锥体近端面。其默认值为*0.1*.<br /><br />
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+
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+ 其值的有效范围介于0和[page:.far far](摄像机视锥体远端面)之间。
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+ <br>
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+ 请注意,和[page:PerspectiveCamera]不同,*0*对于OrthographicCamera的近端面来说是一个有效值。
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- The valid range is between 0 and the current value of the [page:.far far] plane.
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- Note that, unlike for the [page:PerspectiveCamera], *0* is a valid value for an
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- OrthographicCamera's near plane.
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</p>
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</p>
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<h3>[property:Float right]</h3>
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<h3>[property:Float right]</h3>
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- <p>Camera frustum right plane.</p>
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+ <p>摄像机视锥体右侧面。</p>
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<h3>[property:Float top]</h3>
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<h3>[property:Float top]</h3>
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- <p>Camera frustum top plane.</p>
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+ <p>摄像机视锥体上侧面。</p>
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<h3>[property:Object view]</h3>
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<h3>[property:Object view]</h3>
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- <p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</p>
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+ <p>这个值是由[page:OrthographicCamera.setViewOffset setViewOffset]来设置的,其默认值为*null*。</p>
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<h3>[property:number zoom]</h3>
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<h3>[property:number zoom]</h3>
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- <p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
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+ <p>
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+ 获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
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- <h2>Methods</h2>
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- <p>See the base [page:Camera] class for common methods.</p>
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+ <h2>方法</h2>
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+ <p>请参阅其基类[page:Camera]来查看其共有方法。</p>
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<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
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<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
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<p>
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<p>
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- fullWidth — full width of multiview setup<br />
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- fullHeight — full height of multiview setup<br />
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- x — horizontal offset of subcamera<br />
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- y — vertical offset of subcamera<br />
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- width — width of subcamera<br />
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- height — height of subcamera<br /><br />
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-
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- Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
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- This is useful for multi-window or multi-monitor/multi-machine setups.
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- For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
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+ fullWidth — 多视图的全宽设置<br />
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+ fullHeight — 多视图的全高设置<br />
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+ x — 副摄像机的水平偏移<br />
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+ y — 副摄像机的垂直偏移<br />
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+ width — 副摄像机的宽度<br />
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+ height — 副摄像机的高度<br /><br />
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+
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+ 在较大的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)中设置偏移量,对于多窗口或者多显示器的设置是很有用的。
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+ 对于如何使用它,请查看[page:PerspectiveCamera.setViewOffset PerspectiveCamera]中的示例。
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+
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</p>
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</p>
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<h3>[method:null clearViewOffset]()</h3>
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<h3>[method:null clearViewOffset]()</h3>
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<p>
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<p>
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- Removes any offset set by the .setViewOffset method.
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+ 清除任何由.setViewOffset设置的偏移量。
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</p>
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</p>
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<h3>[method:null updateProjectionMatrix]()</h3>
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<h3>[method:null updateProjectionMatrix]()</h3>
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<p>
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<p>
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- Updates the camera projection matrix. Must be called after any change of parameters.
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+ 更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
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</p>
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</p>
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<h3>[method:JSON toJSON]()</h3>
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<h3>[method:JSON toJSON]()</h3>
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<p>
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<p>
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- Return the camera's data in JSON format.
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+ 使用JSON格式来返回摄像机数据。
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</p>
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</p>
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- <h2>Source</h2>
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+ <h2>源代码</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</body>
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