three.js 正交相机:使用透视对立方体进行全部缩放
three.js orthographic camera: zoom all for a cube with perspective
我开发了一个简单的 three.js
应用程序来呈现立方体。我创建了三个文件:index.html
、viewer_style.css
和 viewer.js
.
index.html
内容如下:
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>My first three.js app</title>
<link rel='stylesheet' type='text/css' href='viewer_style.css'>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/renderers/Projector.js"></script>
</head>
<body>
<script src="viewer.js"></script>
</body>
</html>
而viewer.js
的内容如下:
// SCENE
var scene = new THREE.Scene();
// CAMERA
var frustumHeight;
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.OrthographicCamera(- frustumHeight * aspect / 2, frustumHeight * aspect / 2, frustumHeight / 2, - frustumHeight / 2, 1, 2000 );
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 100;
// CUBE
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshPhongMaterial({color: 0xbaf5e8, flatShading: true});
var cube = new THREE.Mesh( geometry, material );
cube.receiveShadow = true;
scene.add(cube);
// BOUNDING BOX
var helper_bbox = new THREE.BoxHelper(cube);
helper_bbox.update();
scene.add(helper_bbox);
// AXES
var helper_axes = new THREE.AxisHelper();
scene.add(helper_axes);
// FIT ALL:
var bbox_radius = helper_bbox.geometry.boundingSphere.radius;
if(aspect < 1){
frustumHeight = 2 * bbox_radius;
}
else{
frustumHeight = 2 * bbox_radius / aspect;
}
camera.left = - frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.top = frustumHeight / 2;
camera.bottom = - frustumHeight / 2;
camera.updateProjectionMatrix();
// RENDERER
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
// LIGHTS
var ambientLight = new THREE.AmbientLight(0x101010, 1.0);
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(1.0, 1.0, 1.0).normalize();
scene.add(directionalLight);
directionalLight_2 = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight_2.position.set(-1.0, -1.0, 1.0).normalize();
scene.add(directionalLight_2);
// CONTROLS
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera);
window.addEventListener( 'resize', onWindowResize, false );
function animate(){
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize(){
var aspect = window.innerWidth / window.innerHeight;
camera.left = - frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.top = frustumHeight / 2;
camera.bottom = - frustumHeight / 2;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
camera.lookAt(scene.position);
}
animate();
我打算使用立方体边界球的半径使立方体以一定的边距适合场景。它似乎工作正常,如下图所示:
但是,我将 viewer.js
中的相机位置更改为以下位置:
camera.position.x = 100;
camera.position.y = 100;
camera.position.z = 100;
在这种情况下,我得到这样的信息:
在这种情况下,立方体没有适合屏幕。我认为这是因为我在错误的参考系中测量边界球的半径。但是,我一直没能找到解决这个问题的方法。
有谁知道我做错了什么?我使用的方法正确吗?提前致谢。
如果您按照建议将 aspect < 1
更改为 aspect > 1
,则您的代码是正确的。这是一个带有您的代码的 jsfiddle,它演示了这一点:https://jsfiddle.net/holgerl/kk5h39qa/
我开发了一个简单的 three.js
应用程序来呈现立方体。我创建了三个文件:index.html
、viewer_style.css
和 viewer.js
.
index.html
内容如下:
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>My first three.js app</title>
<link rel='stylesheet' type='text/css' href='viewer_style.css'>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/renderers/Projector.js"></script>
</head>
<body>
<script src="viewer.js"></script>
</body>
</html>
而viewer.js
的内容如下:
// SCENE
var scene = new THREE.Scene();
// CAMERA
var frustumHeight;
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.OrthographicCamera(- frustumHeight * aspect / 2, frustumHeight * aspect / 2, frustumHeight / 2, - frustumHeight / 2, 1, 2000 );
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 100;
// CUBE
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshPhongMaterial({color: 0xbaf5e8, flatShading: true});
var cube = new THREE.Mesh( geometry, material );
cube.receiveShadow = true;
scene.add(cube);
// BOUNDING BOX
var helper_bbox = new THREE.BoxHelper(cube);
helper_bbox.update();
scene.add(helper_bbox);
// AXES
var helper_axes = new THREE.AxisHelper();
scene.add(helper_axes);
// FIT ALL:
var bbox_radius = helper_bbox.geometry.boundingSphere.radius;
if(aspect < 1){
frustumHeight = 2 * bbox_radius;
}
else{
frustumHeight = 2 * bbox_radius / aspect;
}
camera.left = - frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.top = frustumHeight / 2;
camera.bottom = - frustumHeight / 2;
camera.updateProjectionMatrix();
// RENDERER
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
// LIGHTS
var ambientLight = new THREE.AmbientLight(0x101010, 1.0);
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(1.0, 1.0, 1.0).normalize();
scene.add(directionalLight);
directionalLight_2 = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight_2.position.set(-1.0, -1.0, 1.0).normalize();
scene.add(directionalLight_2);
// CONTROLS
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera);
window.addEventListener( 'resize', onWindowResize, false );
function animate(){
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize(){
var aspect = window.innerWidth / window.innerHeight;
camera.left = - frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.top = frustumHeight / 2;
camera.bottom = - frustumHeight / 2;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
camera.lookAt(scene.position);
}
animate();
我打算使用立方体边界球的半径使立方体以一定的边距适合场景。它似乎工作正常,如下图所示:
但是,我将 viewer.js
中的相机位置更改为以下位置:
camera.position.x = 100;
camera.position.y = 100;
camera.position.z = 100;
在这种情况下,我得到这样的信息:
在这种情况下,立方体没有适合屏幕。我认为这是因为我在错误的参考系中测量边界球的半径。但是,我一直没能找到解决这个问题的方法。
有谁知道我做错了什么?我使用的方法正确吗?提前致谢。
如果您按照建议将 aspect < 1
更改为 aspect > 1
,则您的代码是正确的。这是一个带有您的代码的 jsfiddle,它演示了这一点:https://jsfiddle.net/holgerl/kk5h39qa/