three.js中3D视野的缩放实现

首先,不再废话了,什么是three.js,是干什么的,知道的就是知道,不知道的就百度吧。

昨儿发现three.js中的3D视野的缩小和放大效果可以用照相机的远近焦来实现。 
这里写图片描述 
缩小后: 
这里写图片描述

这里采用的是透视照相机:

//照相机配置
        var fov = 40;//拍摄距离
        var near = 1;//最小范围
        var far = 1000;//最大范围
        var camera = new THREE.PerspectiveCamera(fov, window.innerWidth / window.innerHeight, near, far);
在这里可以改变fov的值,并更新这个照相机就可以了。

camera.fov = fov;//fov是变量哦 
            camera.updateProjectionMatrix();
            renderer.render(scene, camera);

另外:咱们都是习惯用鼠标上下滑轮实现放大缩小效果,so看代码

canvas.addEventListener('mousewheel', mousewheel, false);

//鼠标滑轮
        function mousewheel(e) {
            e.preventDefault();
            //e.stopPropagation();
            if (e.wheelDelta) {  //判断浏览器IE,谷歌滑轮事件
                if (e.wheelDelta > 0) { //当滑轮向上滚动时
                    fov -= (near < fov ? 1 : 0);
                }
                if (e.wheelDelta < 0) { //当滑轮向下滚动时
                    fov += (fov < far ? 1 : 0);
                }
            } else if (e.detail) {  //Firefox滑轮事件
                if (e.detail > 0) { //当滑轮向上滚动时
                    fov -= 1;
                }
                if (e.detail < 0) { //当滑轮向下滚动时
                    fov += 1;
                }
            }
            camera.fov = fov;
            camera.updateProjectionMatrix();
            renderer.render(scene, camera);
            //updateinfo();
        }
整体代码如下(旋转、放大缩小):
<!DOCTYPE HTML>
<html lang="en">
	<head>
		<title>three.js 旋转 canvas - geometry - cube</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/>
		<style type="text/css">
			body {
				font-family: Monospace;
				background-color: #f0f0f0;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

		<script type="text/javascript" src="../build/Three.js"></script>

		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
		<script type="text/javascript" src="js/Stats.js"></script>

		<script type="text/javascript">

			var container, stats;

			var camera, scene, renderer;

			var cube, plane;

			var targetRotation = 0;
			var targetRotationOnMouseDown = 0;

			var mouseX = 0;
			var mouseXOnMouseDown = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			init();
			animate();
            var fov = 40;
            var near = 1;//最小范围
            var far = 1000;//最大范围
			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				var info = document.createElement( 'div' );
				info.style.position = 'absolute';
				info.style.top = '10px';
				info.style.width = '100%';
				info.style.textAlign = 'center';
				info.innerHTML = 'Drag to spin the cube';
				container.appendChild( info );

				camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, near, far );
                camera.fov = fov;
				camera.position.y = 150;
				camera.position.z = 500;
				camera.target.position.y = 150;

				scene = new THREE.Scene();

				// Cube

				var materials = [];

				for ( var i = 0; i < 6; i ++ ) {

					materials.push( [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ] );

				}

				cube = new THREE.Mesh( new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials ), new THREE.MeshFaceMaterial() );
				cube.position.y = 150;
				cube.overdraw = true;
				scene.addObject( cube );

				// Plane

				plane = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
				plane.rotation.x = - 90 * ( Math.PI / 180 );
				plane.overdraw = true;
				scene.addObject( plane );

				renderer = new THREE.CanvasRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );

				container.appendChild( renderer.domElement );

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild( stats.domElement );

				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
				document.addEventListener( 'mousewheel', mousewheel, false );
			}

			//
            function mousewheel(e) {
                e.preventDefault();
                //e.stopPropagation();
                if (e.wheelDelta) {  //判断浏览器IE,谷歌滑轮事件
                    if (e.wheelDelta > 0) { //当滑轮向上滚动时
                        fov -= (near < fov ? 1 : 0);
                    }
                    if (e.wheelDelta < 0) { //当滑轮向下滚动时
                        fov += (fov < far ? 1 : 0);
                    }
                } else if (e.detail) {  //Firefox滑轮事件
                    if (e.detail > 0) { //当滑轮向上滚动时
                        fov -= 1;
                    }
                    if (e.detail < 0) { //当滑轮向下滚动时
                        fov += 1;
                    }
                }
                camera.fov = fov;
                camera.updateProjectionMatrix();
                renderer.render(scene, camera);
                //updateinfo();
            }
			function onDocumentMouseDown( event ) {//按下鼠标

				event.preventDefault();
                //鼠标监听
				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
				document.addEventListener( 'mouseup', onDocumentMouseUp, false );
				document.addEventListener( 'mouseout', onDocumentMouseOut, false );

				mouseXOnMouseDown = event.clientX - windowHalfX;
				targetRotationOnMouseDown = targetRotation;
			}

			function onDocumentMouseMove( event ) {//移动鼠标

				mouseX = event.clientX - windowHalfX;

				targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
			}

			function onDocumentMouseUp( event ) {//释放鼠标键

				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
			}

			function onDocumentMouseOut( event ) {//移走鼠标

				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
			}

			function onDocumentTouchStart( event ) {

				if ( event.touches.length == 1 ) {

					event.preventDefault();

					mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
					targetRotationOnMouseDown = targetRotation;

				}
			}

			function onDocumentTouchMove( event ) {

				if ( event.touches.length == 1 ) {

					event.preventDefault();

					mouseX = event.touches[ 0 ].pageX - windowHalfX;
					targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;

				}
			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				plane.rotation.z = cube.rotation.y += ( targetRotation - cube.rotation.y ) * 0.05;
				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>









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