在threeJs开发数字孪生中,我们正常是需要使用一个相机,画面显示的内容也就是这个相机拍摄到的内容,但是是否可以添加多个相机,可以同时从不同角度观察模型呢,实际上是可以的,不过多个相机的拍摄到的画面肯定需要在多个容器中显示,也就是需要创建多个渲染器,每个渲染器渲染对应的相机拍摄到的画面,下面是代码实现:
假设我们需要从前后左右四个角度查看,那么我们要先定义四个html标签,以便后期展示不同相机的画面:
<div id="container1"></div>
<div id="container2"></div>
<div id="container3"></div>
<div id="container4"></div>
其次需要定义四个相机,并设置在不同的观察角度:
initCamera(){
this.camera1 = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
this.camera1.position.set(1000,1000,1000);
this.camera1.lookAt(0,0,0)
this.camera2 = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
this.camera2.position.set(-1000,1000,-1000);
this.camera2.lookAt(0,0,0)
this.camera3 = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
this.camera3.position.set(-1000,1000,1000);
this.camera3.lookAt(0,0,0)
this.camera4 = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
this.camera4.position.set(1000,1000,-1000);
this.camera4.lookAt(0,0,0)
},
此时需要在场景中添加一个用于观察的模型:
initModel(){
const loader = new GLTFLoader()
loader.load("/static/model/agv.gltf", (gltf) => {
this.model = gltf.scene;
scene.add(this.model) // 加入场景
})
},
再定义四个渲染器,用于分别渲染四个相机中的内容
initRenderer(){
this.renderer1 = new THREE.WebGLRenderer({ antialias: true });
this.container1 = document.getElementById("container1")
this.renderer1.setSize(this.container1.clientWidth, this.container1.clientHeight);
this.renderer1.setClearColor('#FFFFFF', 1.0);
this.container1.appendChild(this.renderer1.domElement);
this.renderer2 = new THREE.WebGLRenderer({ antialias: true });
this.container2 = document.getElementById("container2")
this.renderer2.setSize(this.container2.clientWidth, this.container2.clientHeight);
this.renderer2.setClearColor('#FFFFFF', 1.0);
this.container2.appendChild(this.renderer2.domElement);
this.renderer3 = new THREE.WebGLRenderer({ antialias: true });
this.container3 = document.getElementById("container3")
this.renderer3.setSize(this.container3.clientWidth, this.container3.clientHeight);
this.renderer3.setClearColor('#FFFFFF', 1.0);
this.container3.appendChild(this.renderer3.domElement);
this.renderer4 = new THREE.WebGLRenderer({ antialias: true });
this.container4 = document.getElementById("container4")
this.renderer4.setSize(this.container4.clientWidth, this.container4.clientHeight);
this.renderer4.setClearColor('#FFFFFF', 1.0);
this.container4.appendChild(this.renderer4.domElement);
},
最后为了证实为同一个模型,我们可以将这个模型设置旋转,并不断更新渲染器
initAnimate() {
if(this.model){
this.model.rotation.y += 0.03;
}
requestAnimationFrame(this.initAnimate);
this.renderer1.render(scene, this.camera1);
this.renderer2.render(scene, this.camera2);
this.renderer3.render(scene, this.camera3);
this.renderer4.render(scene, this.camera4);
},
最终就可以实现了;效果如下
四个相机通过四个角度观察模型