透视相机
距离相机越远的物体,会被渲染得越小
正投影相机
使用正投影相机的话,所有的物体渲染出来的尺寸都一样,对象和相机之间的距离不会影响渲染结果。
THREE.PerspectiveCamera()接收以下参数。
fov视角:
当视角越大时,中间的物体就会越小。
aspect
一般跟屏幕的长宽比是一致的,如果这个值过大,那么物体会被渲染得很宽,可以自己实验一下。
near
设置一个很小的值,如果很大,物体会看不全
far
设置一个较大的值,如果很小,那么物体会看不全,如果很大,那么又会影响渲染的效率,就像做菜,得掌控火候。
如下图所示
透视相机相当于点光源照射物体所看到的投影,所以才会产生近大远小的情况.
物体会被展示在近面和远面之间
正投影相机的属性
lookat()
一般来说,相机会指向场景的中心,但是我们也可以改变相机所看的位置。
camera.lookAt(new THREE.Vector3(x,y,z))
相机指向的是一个点,相机本身也有一个位置,以此确定一条射线垂直于相机镜头。
相机本身也可以旋转。camera.up.x(y,z)指定的是相机快门指向的坐标位置,即确定相机的摆放样子。
<!DOCTYPE html>
<html>
<head>
<title>Example 02.08 - Cameras</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
// once everything is loaded, we run our Three.js stuff.
function init() {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 120;
camera.position.y = 60;
camera.position.z = 180;
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(180, 180);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
// add the plane to the scene
scene.add(plane);
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ee22});
for (var j = 0; j < (planeGeometry.parameters.height / 5); j++) {
for (var i = 0; i < planeGeometry.parameters.width / 5; i++) {
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.z = -((planeGeometry.parameters.height) / 2) + 2 + (j * 5);
cube.position.x = -((planeGeometry.parameters.width) / 2) + 2 + (i * 5);
cube.position.y = 2;
scene.add(cube);
}
}
var lookAtGeom = new THREE.SphereGeometry(2);
var lookAtMesh = new THREE.Mesh(lookAtGeom, new THREE.MeshLambertMaterial({color: 0xff0000}));
scene.add(lookAtMesh);
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
directionalLight.position.set(-20, 40, 60);
scene.add(directionalLight);
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x292929);
scene.add(ambientLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
var controls = new function () {
this.perspective = "Perspective";
this.switchCamera = function () {
if (camera instanceof THREE.PerspectiveCamera) {
camera = new THREE.OrthographicCamera(window.innerWidth / -16, window.innerWidth / 16, window.innerHeight / 16, window.innerHeight / -16, -200, 500);
camera.position.x = 120;
camera.position.y = 60;
camera.position.z = 180;
camera.lookAt(scene.position);
this.perspective = "Orthographic";
} else {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 120;
camera.position.y = 60;
camera.position.z = 180;
camera.lookAt(scene.position);
this.perspective = "Perspective";
}
};
};
var gui = new dat.GUI();
gui.add(controls, 'switchCamera');
gui.add(controls, 'perspective').listen();
// make sure that for the first time, the
// camera is looking at the scene
// camera.lookAt(scene.position);
render();
var step = 0;
function render() {
stats.update();
// render using requestAnimationFrame
step += 0.02;
if (camera instanceof THREE.Camera) {
var x = 10 + ( 100 * (Math.sin(step)));
camera.lookAt(new THREE.Vector3(x, 10, 0));
lookAtMesh.position.copy(new THREE.Vector3(x, 10, 0));
}
// .position.x = 20+( 10*(Math.cos(step)));
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init
</script>
</body>
</html>