billboards.html 16 KB

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  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>广告牌(Billboards)</title>
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  9. <meta name="twitter:title" content="Three.js – Billboards">
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  27. <body>
  28. <div class="container">
  29. <div class="lesson-title">
  30. <h1>广告牌(Billboards)</h1>
  31. </div>
  32. <div class="lesson">
  33. <div class="lesson-main">
  34. <p>在 <a href="canvas-textures.html">上一篇文章</a> 我们使用了一个 <a href="/docs/#api/en/textures/CanvasTexture"><code
  35. class="notranslate" translate="no">CanvasTexture</code></a>
  36. 在人物上创作标签(Labels)和徽标(Badges)。有时我们想制作一些总是面对相机的东西。Three.js提供了 <a href="/docs/#api/en/objects/Sprite"><code
  37. class="notranslate" translate="no">Sprite</code></a> 和
  38. <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate"
  39. translate="no">SpriteMaterial</code></a> 来实现这个功能。
  40. </p>
  41. <p>我们修改这个徽标的例子 <a href="canvas-textures.html">使用Canvas作为纹理</a>,
  42. 应用 <a href="/docs/#api/en/objects/Sprite"><code class="notranslate" translate="no">Sprite</code></a> and
  43. <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate"
  44. translate="no">SpriteMaterial</code></a>
  45. </p>
  46. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makePerson(x, labelWidth, size, name, color) {
  47. const canvas = makeLabelCanvas(labelWidth, size, name);
  48. const texture = new THREE.CanvasTexture(canvas);
  49. // 因为我们的Canvas的尺寸可能不是2的N次方
  50. // 在两个维度上适当地设置filter属性
  51. texture.minFilter = THREE.LinearFilter;
  52. texture.wrapS = THREE.ClampToEdgeWrapping;
  53. texture.wrapT = THREE.ClampToEdgeWrapping;
  54. - const labelMaterial = new THREE.MeshBasicMaterial({
  55. + const labelMaterial = new THREE.SpriteMaterial({
  56. map: texture,
  57. - side: THREE.DoubleSide,
  58. transparent: true,
  59. });
  60. const root = new THREE.Object3D();
  61. root.position.x = x;
  62. const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
  63. root.add(body);
  64. body.position.y = bodyHeight / 2;
  65. const head = new THREE.Mesh(headGeometry, bodyMaterial);
  66. root.add(head);
  67. head.position.y = bodyHeight + headRadius * 1.1;
  68. - const label = new THREE.Mesh(labelGeometry, labelMaterial);
  69. + const label = new THREE.Sprite(labelMaterial);
  70. root.add(label);
  71. label.position.y = bodyHeight * 4 / 5;
  72. label.position.z = bodyRadiusTop * 1.01;</pre>
  73. <p>现在标签始终是面向相机了。</p>
  74. <p></p>
  75. <div translate="no" class="threejs_example_container notranslate">
  76. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  77. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-labels-w-sprites.html"></iframe>
  78. </div>
  79. <a class="threejs_center" href="/manual/examples/billboard-labels-w-sprites.html" target="_blank">点击在新窗口打开</a>
  80. </div>
  81. <p></p>
  82. <p>一个问题是,从某些角度来看的话,标签与人物重合了。 </p>
  83. <div class="threejs_center"><img src="../resources/images/billboard-label-z-issue.png" style="width: 455px;">
  84. </div>
  85. <p>我们可以通过移动标签的位置来解决此问题。</p>
  86. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  87. +// 如果单位是米,这里就用0.01
  88. +// 也就是以厘米作为标签的单位
  89. +const labelBaseScale = 0.01;
  90. const label = new THREE.Sprite(labelMaterial);
  91. root.add(label);
  92. -label.position.y = bodyHeight * 4 / 5;
  93. -label.position.z = bodyRadiusTop * 1.01;
  94. +label.position.y = head.position.y + headRadius + size * labelBaseScale;
  95. -// 如果单位是米,这里就用0.01
  96. -// 也就是以厘米作为标签的单位
  97. -const labelBaseScale = 0.01;
  98. label.scale.x = canvas.width * labelBaseScale;
  99. label.scale.y = canvas.height * labelBaseScale;</pre>
  100. <p></p>
  101. <div translate="no" class="threejs_example_container notranslate">
  102. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  103. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-labels-w-sprites-adjust-height.html"></iframe>
  104. </div>
  105. <a class="threejs_center" href="/manual/examples/billboard-labels-w-sprites-adjust-height.html"
  106. target="_blank">点击在新窗口打开</a>
  107. </div>
  108. <p></p>
  109. <p>我们可以用Billboard做的另一件事是绘制立面(Facades)。</p>
  110. <p>我们不绘制 3D 对象,而是使用图片绘制 2D 平面化的 3D 对象,这通常比绘制 3D 对象要快。</p>
  111. <p>例如,我们用树木网络制作一个场景,我们让每一棵树的底部是圆柱体,顶部是圆锥体。</p>
  112. <p>第一步,我们创建圆锥体和圆柱体的Geometry和Material,所有的树都会复用这些。</p>
  113. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  114. const trunkRadius = .2;
  115. const trunkHeight = 1;
  116. const trunkRadialSegments = 12;
  117. const trunkGeometry = new THREE.CylinderGeometry(
  118. trunkRadius, trunkRadius, trunkHeight, trunkRadialSegments);
  119. const topRadius = trunkRadius * 4;
  120. const topHeight = trunkHeight * 2;
  121. const topSegments = 12;
  122. const topGeometry = new THREE.ConeGeometry(
  123. topRadius, topHeight, topSegments);
  124. const trunkMaterial = new THREE.MeshPhongMaterial({color: 'brown'});
  125. const topMaterial = new THREE.MeshPhongMaterial({color: 'green'});</pre>
  126. <p>然后我们创建一个函数,对每一棵树的树干和树顶创建一个 <a href="/docs/#api/en/objects/Mesh"><code class="notranslate"
  127. translate="no">Mesh</code></a>
  128. ,并把它们都加入到一个 <a href="/docs/#api/en/core/Object3D"><code class="notranslate"
  129. translate="no">Object3D</code></a>对象下。</p>
  130. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  131. function makeTree(x, z) {
  132. const root = new THREE.Object3D();
  133. const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
  134. trunk.position.y = trunkHeight / 2;
  135. root.add(trunk);
  136. const top = new THREE.Mesh(topGeometry, topMaterial);
  137. top.position.y = trunkHeight + topHeight / 2;
  138. root.add(top);
  139. root.position.set(x, 0, z);
  140. scene.add(root);
  141. return root;
  142. }</pre>
  143. <p>然后我们会创建一个循环,生成树网络。</p>
  144. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  145. for (let z = -50; z &lt;= 50; z += 10) {
  146. for (let x = -50; x &lt;= 50; x += 10) {
  147. makeTree(x, z);
  148. }
  149. }</pre>
  150. <p>让我们再增加一个地平面。</p>
  151. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  152. // 添加地面
  153. {
  154. const size = 400;
  155. const geometry = new THREE.PlaneGeometry(size, size);
  156. const material = new THREE.MeshPhongMaterial({color: 'gray'});
  157. const mesh = new THREE.Mesh(geometry, material);
  158. mesh.rotation.x = Math.PI * -0.5;
  159. scene.add(mesh);
  160. }</pre>
  161. <p>然后把背景调整为浅蓝(lightblue)</p>
  162. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  163. const scene = new THREE.Scene();
  164. -scene.background = new THREE.Color('white');
  165. +scene.background = new THREE.Color('lightblue');</pre>
  166. <p>我们得到了一个树木网络</p>
  167. <p></p>
  168. <div translate="no" class="threejs_example_container notranslate">
  169. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  170. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-trees-no-billboards.html"></iframe>
  171. </div>
  172. <a class="threejs_center" href="/manual/examples/billboard-trees-no-billboards.html"
  173. target="_blank">点击在新窗口打开</a>
  174. </div>
  175. <p></p>
  176. <p>这里有11x11或者121棵树,每棵树由12个多边形组成的锥体 +
  177. 48个多边形组成的树干组成,所以每棵树包含60个多边形。121*60的结果是7260,这并不是很多,当然更精细的3D树可能有1000-3000个多边形构成。如果3000个多边形构成的树,那么121棵树将包含363000个多边形。
  178. </p>
  179. <p>使用Facades,可以降低这个数字。</p>
  180. <p>我们可以在一些绘图应用中手动创建一个Facade,现在让我们编写一些代码来手动生成一个。</p>
  181. <p>现在写一些代码把对象绘制到纹理中,使用一个 <code class="notranslate" translate="no">RenderTarget</code>,我们提到过使用
  182. <code class="notranslate" translate="no">RenderTarget</code>
  183. 来渲染,具体在这篇 <a href="rendertargets.html">渲染目标</a> 文章里。
  184. </p>
  185. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  186. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  187. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  188. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  189. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  190. camera.position.copy(boxCenter);
  191. camera.position.z += distance;
  192. // 为视锥体选择合适的near和far值
  193. // 可以把盒模型包裹进来
  194. camera.near = boxSize / 100;
  195. camera.far = boxSize * 100;
  196. camera.updateProjectionMatrix();
  197. }
  198. function makeSpriteTexture(textureSize, obj) {
  199. const rt = new THREE.WebGLRenderTarget(textureSize, textureSize);
  200. const aspect = 1; // 因为Render Target是正方形
  201. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  202. scene.add(obj);
  203. // 计算对象的盒模型
  204. const box = new THREE.Box3().setFromObject(obj);
  205. const boxSize = box.getSize(new THREE.Vector3());
  206. const boxCenter = box.getCenter(new THREE.Vector3());
  207. // 设置相机去构建盒模型
  208. const fudge = 1.1;
  209. const size = Math.max(...boxSize.toArray()) * fudge;
  210. frameArea(size, size, boxCenter, camera);
  211. renderer.autoClear = false;
  212. renderer.setRenderTarget(rt);
  213. renderer.render(scene, camera);
  214. renderer.setRenderTarget(null);
  215. renderer.autoClear = true;
  216. scene.remove(obj);
  217. return {
  218. position: boxCenter.multiplyScalar(fudge),
  219. scale: size,
  220. texture: rt.texture,
  221. };
  222. }</pre>
  223. <p>关于上面代码的一些注意事项:</p>
  224. <p>我们使用之前代码定义好的视图的 (<code class="notranslate" translate="no">fov</code>) 属性,
  225. </p>
  226. <p>我们计算一个包含树的盒模型,这和 <a href="load-obj.html">加载.obj的文件</a> 中提到的方式一致,有一点微小的改变。</p>
  227. <p>我们再次调用 <code class="notranslate" translate="no">frameArea</code>,稍微改写了一下<a
  228. href="load-obj.html">加载.obj的文件</a>。
  229. 在这种情况下,我们计算相机需要离物体多远,从而让它的视野以包含对象。然后我们将相机的-z值设置为从对象盒模型的中心到此的距离。</p>
  230. <p>我们将想要适应的大小乘以1.1倍(<code class="notranslate" translate="no">fudge</code>)
  231. 来确保树完全在渲染目标中。这是因为我们用来计算对象是否适合相机的视口的尺寸,没有考虑到对象的边缘可能会超出我们的可视区域之外。我们可以计算出如何让盒子100%合适,但这会浪费很多空间,所以我们就是蒙混
  232. <em>(fudge)</em> 一下。
  233. </p>
  234. <p>然后我们渲染到RenderTarget中,然后从场景中移除此对象。 </p>
  235. <p>重点是需要场景中的灯光,但我们需要确保场景中没有其他东西。</p>
  236. <p>我们也不能给场景设置背景色。</p>
  237. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  238. const scene = new THREE.Scene();
  239. -scene.background = new THREE.Color('lightblue');</pre>
  240. <p>最后我们返回了纹理,位置和缩放比例,我们需要创建Facade,让它看起来在同一个地方。</p>
  241. <p>然后我们制作一棵树,调用此代码:</p>
  242. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  243. // 创建Billboard纹理
  244. const tree = makeTree(0, 0);
  245. const facadeSize = 64;
  246. const treeSpriteInfo = makeSpriteTexture(facadeSize, tree);</pre>
  247. <p>然后我们可以制作一个Facade网络,而不是树网络。</p>
  248. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
  249. +function makeSprite(spriteInfo, x, z) {
  250. + const {texture, offset, scale} = spriteInfo;
  251. + const mat = new THREE.SpriteMaterial({
  252. + map: texture,
  253. + transparent: true,
  254. + });
  255. + const sprite = new THREE.Sprite(mat);
  256. + scene.add(sprite);
  257. + sprite.position.set(
  258. + offset.x + x,
  259. + offset.y,
  260. + offset.z + z);
  261. + sprite.scale.set(scale, scale, scale);
  262. +}
  263. for (let z = -50; z &lt;= 50; z += 10) {
  264. for (let x = -50; x &lt;= 50; x += 10) {
  265. - makeTree(x, z);
  266. + makeSprite(treeSpriteInfo, x, z);
  267. }
  268. }</pre>
  269. <p>在上面的代码中,我们应用了定位Facade所需的偏移量和缩放比例,因此他会出现在和原树同一个地方。</p>
  270. <p>现在我们已经完成了Facade纹理的制作,我们可以再次设置背景。</p>
  271. <pre class="prettyprint showlinemods notranslate lang-js"
  272. translate="no">scene.background = new THREE.Color('lightblue');</pre>
  273. <p>现在我们得到了一个全是树Facades的场景。</p>
  274. <p></p>
  275. <div translate="no" class="threejs_example_container notranslate">
  276. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  277. src="/manual/examples/resources/editor.html?url=/manual/examples/billboard-trees-static-billboards.html"></iframe>
  278. </div>
  279. <a class="threejs_center" href="/manual/examples/billboard-trees-static-billboards.html"
  280. target="_blank">点击在新窗口打开</a>
  281. </div>
  282. <p></p>
  283. <p>
  284. 与上面的树模型相比,它们看起来非常相似。我们使用了低分辨率纹理,只有64x64像素,所以Facade是块状的,你当然可以提高分辨率。通常Facade只会用在非常远处的物体,因为当它们非常小的时候,低分辨率纹理就足够了。它节省了绘制远处只有几个像素的精致树模型时间。
  285. </p>
  286. <p>另一个问题是我们只能从一侧查看树。这往往是通过渲染更多的Facade来解决,比如绘制对象周围的8个方向,然后根据实际相机的方向来设置要展示的Facade。</p>
  287. <p>是否使用Facade由你决定,如果你决定去使用它们,希望这篇文章给了你一些想法和解决方案。</p>
  288. </div>
  289. </div>
  290. </div>
  291. <script src="/manual/resources/prettify.js"></script>
  292. <script src="/manual/resources/lesson.js"></script>
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