cameras.html 27 KB

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  1. <!DOCTYPE html><html lang="zh"><head>
  2. <meta charset="utf-8">
  3. <title>摄像机</title>
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  7. <meta name="twitter:title" content="Three.js – 摄像机">
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  15. <body>
  16. <div class="container">
  17. <div class="lesson-title">
  18. <h1>摄像机</h1>
  19. </div>
  20. <div class="lesson">
  21. <div class="lesson-main">
  22. <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>
  23. <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>
  24. <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>
  25. <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>.
  26. 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>
  27. <div class="spread">
  28. <div><div data-diagram="shapeCube"></div><div>立方体</div></div>
  29. <div><div data-diagram="shapeCone"></div><div>圆锥</div></div>
  30. <div><div data-diagram="shapeSphere"></div><div>球</div></div>
  31. <div><div data-diagram="shapeCylinder"></div><div>圆柱</div></div>
  32. <div><div data-diagram="shapeFrustum"></div><div>锥台</div></div>
  33. </div>
  34. <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>
  35. <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>
  36. <p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p>
  37. <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.
  38. ·
  39. 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>
  40. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class MinMaxGUIHelper {
  41. constructor(obj, minProp, maxProp, minDif) {
  42. this.obj = obj;
  43. this.minProp = minProp;
  44. this.maxProp = maxProp;
  45. this.minDif = minDif;
  46. }
  47. get min() {
  48. return this.obj[this.minProp];
  49. }
  50. set min(v) {
  51. this.obj[this.minProp] = v;
  52. this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
  53. }
  54. get max() {
  55. return this.obj[this.maxProp];
  56. }
  57. set max(v) {
  58. this.obj[this.maxProp] = v;
  59. this.min = this.min; // 这将调用min的setter
  60. }
  61. }
  62. </pre>
  63. <p>现在我们可以将GUI设置为</p>
  64. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function updateCamera() {
  65. camera.updateProjectionMatrix();
  66. }
  67. const gui = new GUI();
  68. gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
  69. const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
  70. gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  71. gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  72. </pre>
  73. <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>
  74. <p></p><div translate="no" class="threejs_example_container notranslate">
  75. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-perspective.html"></iframe></div>
  76. <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>
  77. </div>
  78. <p></p>
  79. <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>
  80. <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>
  81. <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>
  82. <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>
  83. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;body&gt;
  84. &lt;canvas id="c"&gt;&lt;/canvas&gt;
  85. + &lt;div class="split"&gt;
  86. + &lt;div id="view1" tabindex="1"&gt;&lt;/div&gt;
  87. + &lt;div id="view2" tabindex="2"&gt;&lt;/div&gt;
  88. + &lt;/div&gt;
  89. &lt;/body&gt;
  90. </pre>
  91. <p>CSS将控制两个视窗并排显示在canvas中</p>
  92. <pre class="prettyprint showlinemods notranslate lang-css" translate="no">.split {
  93. position: absolute;
  94. left: 0;
  95. top: 0;
  96. width: 100%;
  97. height: 100%;
  98. display: flex;
  99. }
  100. .split&gt;div {
  101. width: 100%;
  102. height: 100%;
  103. }
  104. </pre>
  105. <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>
  106. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cameraHelper = new THREE.CameraHelper(camera);
  107. ...
  108. scene.add(cameraHelper);
  109. </pre>
  110. <p>我们现在需要查找到刚刚定义的两个元素</p>
  111. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const view1Elem = document.querySelector('#view1');
  112. const view2Elem = document.querySelector('#view2');
  113. </pre>
  114. <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>
  115. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const controls = new OrbitControls(camera, canvas);
  116. +const controls = new OrbitControls(camera, view1Elem);
  117. </pre>
  118. <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>
  119. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const camera2 = new THREE.PerspectiveCamera(
  120. 60, // fov
  121. 2, // aspect
  122. 0.1, // near
  123. 500, // far
  124. );
  125. camera2.position.set(40, 10, 30);
  126. camera2.lookAt(0, 5, 0);
  127. const controls2 = new OrbitControls(camera2, view2Elem);
  128. controls2.target.set(0, 5, 0);
  129. controls2.update();
  130. </pre>
  131. <p>最后我们需要</p>
  132. <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。
  133. 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>
  134. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function setScissorForElement(elem) {
  135. const canvasRect = canvas.getBoundingClientRect();
  136. const elemRect = elem.getBoundingClientRect();
  137. // 计算canvas的尺寸
  138. const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left;
  139. const left = Math.max(0, elemRect.left - canvasRect.left);
  140. const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top;
  141. const top = Math.max(0, elemRect.top - canvasRect.top);
  142. const width = Math.min(canvasRect.width, right - left);
  143. const height = Math.min(canvasRect.height, bottom - top);
  144. // 设置剪函数以仅渲染一部分场景
  145. const positiveYUpBottom = canvasRect.height - bottom;
  146. renderer.setScissor(left, positiveYUpBottom, width, height);
  147. renderer.setViewport(left, positiveYUpBottom, width, height);
  148. // 返回aspect
  149. return width / height;
  150. }
  151. </pre>
  152. <p>我们用这个函数在<code class="notranslate" translate="no">render</code>中绘制两遍场景</p>
  153. <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> function render() {
  154. - if (resizeRendererToDisplaySize(renderer)) {
  155. - const canvas = renderer.domElement;
  156. - camera.aspect = canvas.clientWidth / canvas.clientHeight;
  157. - camera.updateProjectionMatrix();
  158. - }
  159. + resizeRendererToDisplaySize(renderer);
  160. +
  161. + // 启用剪刀函数
  162. + renderer.setScissorTest(true);
  163. +
  164. + // 渲染主视野
  165. + {
  166. + const aspect = setScissorForElement(view1Elem);
  167. +
  168. + // 用计算出的aspect修改摄像机参数
  169. + camera.aspect = aspect;
  170. + camera.updateProjectionMatrix();
  171. + cameraHelper.update();
  172. +
  173. + // 来原视野中不要绘制cameraHelper
  174. + cameraHelper.visible = false;
  175. +
  176. + scene.background.set(0x000000);
  177. +
  178. + // 渲染
  179. + renderer.render(scene, camera);
  180. + }
  181. +
  182. + // 渲染第二台摄像机
  183. + {
  184. + const aspect = setScissorForElement(view2Elem);
  185. +
  186. + // 调整aspect
  187. + camera2.aspect = aspect;
  188. + camera2.updateProjectionMatrix();
  189. +
  190. + // 在第二台摄像机中绘制cameraHelper
  191. + cameraHelper.visible = true;
  192. +
  193. + scene.background.set(0x000040);
  194. +
  195. + renderer.render(scene, camera2);
  196. + }
  197. - renderer.render(scene, camera);
  198. requestAnimationFrame(render);
  199. }
  200. requestAnimationFrame(render);
  201. }
  202. </pre>
  203. <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>
  204. <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>
  205. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function updateCamera() {
  206. - camera.updateProjectionMatrix();
  207. -}
  208. const gui = new GUI();
  209. -gui.add(camera, 'fov', 1, 180).onChange(updateCamera);
  210. +gui.add(camera, 'fov', 1, 180);
  211. const minMaxGUIHelper = new MinMaxGUIHelper(camera, 'near', 'far', 0.1);
  212. -gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  213. -gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  214. +gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near');
  215. +gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far');
  216. </pre>
  217. <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>
  218. <p></p><div translate="no" class="threejs_example_container notranslate">
  219. <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>
  220. <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>
  221. </div>
  222. <p></p>
  223. <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>
  224. <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>
  225. <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 8太行, 没有足够的精度来决定什么在前什么在后. 更糟的是, 在默认情况下, 离摄像机近的将会更清晰, 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>
  226. <p>从上面的例子出发, 我们向场景中添加20个球</p>
  227. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  228. const sphereRadius = 3;
  229. const sphereWidthDivisions = 32;
  230. const sphereHeightDivisions = 16;
  231. const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
  232. const numSpheres = 20;
  233. for (let i = 0; i &lt; numSpheres; ++i) {
  234. const sphereMat = new THREE.MeshPhongMaterial();
  235. sphereMat.color.setHSL(i * .73, 1, 0.5);
  236. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  237. mesh.position.set(-sphereRadius - 1, sphereRadius + 2, i * sphereRadius * -2.2);
  238. scene.add(mesh);
  239. }
  240. }
  241. </pre>
  242. <p>把 <code class="notranslate" translate="no">near</code> 设置成0.00001</p>
  243. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 45;
  244. const aspect = 2; // canvas 默认
  245. -const near = 0.1;
  246. +const near = 0.00001;
  247. const far = 100;
  248. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  249. </pre>
  250. <p>调整一下GUI使得能设置到0.00001</p>
  251. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  252. +gui.add(minMaxGUIHelper, 'min', 0.00001, 50, 0.00001).name('near').onChange(updateCamera);
  253. </pre>
  254. <p>你觉得会发生什么?</p>
  255. <p></p><div translate="no" class="threejs_example_container notranslate">
  256. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cameras-z-fighting.html"></iframe></div>
  257. <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>
  258. </div>
  259. <p></p>
  260. <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>
  261. <p>以防你的机器太好出现不了我说的情况, 我把我看到的截图放在这</p>
  262. <div class="threejs_center"><img src="../resources/images/z-fighting.png" style="width: 570px;"></div>
  263. <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>
  264. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const renderer = new THREE.WebGLRenderer({canvas});
  265. +const renderer = new THREE.WebGLRenderer({
  266. + canvas,
  267. + logarithmicDepthBuffer: true,
  268. +});
  269. </pre>
  270. <p>这看起来就行了</p>
  271. <p></p><div translate="no" class="threejs_example_container notranslate">
  272. <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>
  273. <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>
  274. </div>
  275. <p></p>
  276. <p>如果这不行的话, 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. 到2018年9月, 绝大多数台式机可以但是几乎没有移动设备支持这个功能. </p>
  277. <p>另一个最好别用这种解决方案的原因是这会大大降低运行速度. </p>
  278. <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>
  279. <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, 好好地选个需要的参数就行. </p>
  280. <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>
  281. <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>
  282. <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>
  283. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = -1;
  284. const right = 1;
  285. const top = 1;
  286. const bottom = -1;
  287. const near = 5;
  288. const far = 50;
  289. const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  290. camera.zoom = 0.2;
  291. </pre>
  292. <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>
  293. <p>给GUI添加<code class="notranslate" translate="no">zoom</code>设置</p>
  294. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI();
  295. +gui.add(camera, 'zoom', 0.01, 1, 0.01).listen();
  296. </pre>
  297. <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>
  298. <p>最后更改aspect然后更新摄像机</p>
  299. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  300. const aspect = setScissorForElement(view1Elem);
  301. // 使用aspect更新摄像机
  302. - camera.aspect = aspect;
  303. + camera.left = -aspect;
  304. + camera.right = aspect;
  305. camera.updateProjectionMatrix();
  306. cameraHelper.update();
  307. // 在主摄像机中不绘制视野辅助线
  308. cameraHelper.visible = false;
  309. scene.background.set(0x000000);
  310. renderer.render(scene, camera);
  311. }
  312. </pre>
  313. <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>
  314. <p></p><div translate="no" class="threejs_example_container notranslate">
  315. <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>
  316. <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>
  317. </div>
  318. <p></p>
  319. <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>
  320. <p>将原点置于中心, 令一个像素等于一个单位</p>
  321. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = -canvas.width / 2;
  322. camera.right = canvas.width / 2;
  323. camera.top = canvas.height / 2;
  324. camera.bottom = -canvas.height / 2;
  325. camera.near = -1;
  326. camera.far = 1;
  327. camera.zoom = 1;
  328. </pre>
  329. <p>或者如果我们想让原点在左上, 就像是2D canvas</p>
  330. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.left = 0;
  331. camera.right = canvas.width;
  332. camera.top = 0;
  333. camera.bottom = canvas.height;
  334. camera.near = -1;
  335. camera.far = 1;
  336. camera.zoom = 1;
  337. </pre>
  338. <p>这样左上角就成了0,0</p>
  339. <p>试试, 这样设置摄像机</p>
  340. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const left = 0;
  341. const right = 300; // 默认的canvas大小
  342. const top = 0;
  343. const bottom = 150; // 默认的canvas大小
  344. const near = -1;
  345. const far = 1;
  346. const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  347. camera.zoom = 1;
  348. </pre>
  349. <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>
  350. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
  351. const textures = [
  352. loader.load('resources/images/flower-1.jpg'),
  353. loader.load('resources/images/flower-2.jpg'),
  354. loader.load('resources/images/flower-3.jpg'),
  355. loader.load('resources/images/flower-4.jpg'),
  356. loader.load('resources/images/flower-5.jpg'),
  357. loader.load('resources/images/flower-6.jpg'),
  358. ];
  359. const planeSize = 256;
  360. const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
  361. const planes = textures.map((texture) =&gt; {
  362. const planePivot = new THREE.Object3D();
  363. scene.add(planePivot);
  364. texture.magFilter = THREE.NearestFilter;
  365. const planeMat = new THREE.MeshBasicMaterial({
  366. map: texture,
  367. side: THREE.DoubleSide,
  368. });
  369. const mesh = new THREE.Mesh(planeGeo, planeMat);
  370. planePivot.add(mesh);
  371. // 调整平面使得左上角为原点
  372. mesh.position.set(planeSize / 2, planeSize / 2, 0);
  373. return planePivot;
  374. });
  375. </pre>
  376. <p>然后当canvas更新后我们更新摄像机设置</p>
  377. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render() {
  378. if (resizeRendererToDisplaySize(renderer)) {
  379. camera.right = canvas.width;
  380. camera.bottom = canvas.height;
  381. camera.updateProjectionMatrix();
  382. }
  383. ...
  384. </pre>
  385. <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.
  386. 现在让它随着时间移动</p>
  387. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  388. time *= 0.001; // 转换为秒;
  389. ...
  390. const distAcross = Math.max(20, canvas.width - planeSize);
  391. const distDown = Math.max(20, canvas.height - planeSize);
  392. // 来回运动的总距离
  393. const xRange = distAcross * 2;
  394. const yRange = distDown * 2;
  395. const speed = 180;
  396. planes.forEach((plane, ndx) =&gt; {
  397. // 为每个平面单独计算时间
  398. const t = time * speed + ndx * 300;
  399. // 在0到最远距离之间获取一个值
  400. const xt = t % xRange;
  401. const yt = t % yRange;
  402. // 0到距离的一半, 向前运动
  403. // 另一半的时候往回运动
  404. const x = xt &lt; distAcross ? xt : xRange - xt;
  405. const y = yt &lt; distDown ? yt : yRange - yt;
  406. plane.position.set(x, y, 0);
  407. });
  408. renderer.render(scene, camera);
  409. </pre>
  410. <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>
  411. <p></p><div translate="no" class="threejs_example_container notranslate">
  412. <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>
  413. <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>
  414. </div>
  415. <p></p>
  416. <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>
  417. <div class="threejs_center"><img src="../resources/images/quad-viewport.png" style="width: 574px;"></div>
  418. <p>上面的截图展示了一个透视图和三个正交视角.</p>
  419. <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>
  420. <p><canvas id="c"></canvas></p>
  421. <script type="module" src="../resources/threejs-cameras.js"></script>
  422. </div>
  423. </div>
  424. </div>
  425. <script src="/manual/resources/prettify.js"></script>
  426. <script src="/manual/resources/lesson.js"></script>
  427. </body></html>