CubeCamera.html 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102
  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Object3D] &rarr;
  12. <h1>立方相机([name])</h1>
  13. <p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLCubeRenderTarget]上。</p>
  14. <h2>代码示例</h2>
  15. <code>
  16. // Create cube render target
  17. var cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  18. // Create cube camera
  19. var cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  20. scene.add( cubeCamera );
  21. // Create car
  22. var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  23. var car = new Mesh( carGeometry, chromeMaterial );
  24. scene.add( car );
  25. // Update the render target cube
  26. car.setVisible( false );
  27. cubeCamera.position.copy( car.position );
  28. cubeCamera.update( renderer, scene );
  29. // Render the scene
  30. car.setVisible( true );
  31. renderer.render( scene, camera );
  32. </code>
  33. <h2>例子</h2>
  34. <p>
  35. [example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
  36. [example:webgl_shading_physical shading / physical ]
  37. </p>
  38. <h2>构造器</h2>
  39. <h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
  40. <p>
  41. near -- 近剪切面的距离<br />
  42. far -- 远剪切面的距离<br />
  43. renderTarget -- The destination cube render target.
  44. </p>
  45. <p>
  46. 构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
  47. </p>
  48. <h2>属性</h2>
  49. <p>共有属性请参见其基类[page:Object3D]。</p>
  50. <h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
  51. <p>
  52. The destination cube render target.
  53. </p>
  54. <h2>方法</h2>
  55. <p>共有方法请参见其基类[page:Object3D]。</p>
  56. <h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
  57. <p>
  58. renderer -- 当前的WebGL渲染器<br />
  59. scene -- 当前的场景
  60. </p>
  61. <p>
  62. 这个方法用来更新[page:CubeCamera.renderTarget renderTarget](渲染目标对象)。
  63. </p>
  64. <h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
  65. <p>
  66. 这个方法用来来清除[page:CubeCamera.renderTarget renderTarget]的颜色、深度和/或模板缓冲区。
  67. 颜色缓冲区设置为渲染器当前的“清除”色。参数默认值均为*true*。
  68. </p>
  69. <h2>源代码</h2>
  70. <p>
  71. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  72. </p>
  73. </body>
  74. </html>