一、相机介绍
Three.js 库中提供了两种不同的相机,正投影相机和透视相机
1.正投影相机-OrthographicCamera
通过正投影相机渲染出来的物体的尺寸都一样,不会因为观察距离的远近而出现近大远小的情况
创建正投影相机的方式
var camera = new THREE.OrthographicCamera( left,right,top,bottom,near,far)
参数说明
参数 | 描述 |
---|---|
left | 左边界:可渲染部分的左边界 |
right | 右边界:可渲染部分的右边界 |
top | 上边界:可渲染部分的上边界 |
bottom | 下边界:可渲染部分的下边界 |
near | 近面:基于相机位置,表示从这里开始渲染场景;一般会设置一个很小的值,默认值0.1 |
far | 远面:基于相机位置,表示停止渲染的位置;要注意设置合适的距离,保证场景全部可见,默认值1000 |
创建正投影相机示例
var scene = new THREE.Scene();//创建场景
//创建正投影相机
var camera = new THREE.OrthographicCamera(window.innerWidth / -16, window.innerWidth / 16, window.innerHeight / 16, window.innerHeight / -16, -200, 500);
camera.position.set(120, 60, 180); //设置相机位置
camera.lookAt(scene.position); //设置相机方向
2.透视相机-PerspectiveCamera
通过透视相机渲染物体和人们观察物体一样,渲染出来的物体会近大远小,就像观察火车轨道一样,给人的视觉感受是近处的轨道宽远处的窄
创建透视相机的方式
var camera = new THREE.PerspectiveCamera( fov, aspect, near, far )
参数说明
参数 | 描述 |
---|---|
fov | 视场:即可以看到的角度范围,人的视场大约是180度,一般游戏的视场为60度到90度,推荐默认值45 |
aspect | 长宽比:这个是渲染结果输出区域的横向长度和纵向长度的比值;长宽比决定了水平视场和垂直视场之间的比例关系,推荐默认值:window.innerWidth/window.innerHeight |
near | 近面:基于相机位置,表示从这里开始渲染场景;一般会设置一个很小的值,推荐默认值0.1 |
far | 远面:基于相机位置,表示停止渲染的位置;要注意设置合适的距离,如果设置太小,部分场景可能渲染不到,但如果设置的太大,会影响渲染的效率,默认值1000 |
创建透视相机示例
var scene = new THREE.Scene();//创建场景
//创建透视相机
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(120, 60, 180); //设置相机位置
camera.lookAt(scene.position); //设置相机方向
二、相机参数演示示例
1.示例效果
示例功能:
- 可以通过单选按钮创建正投影相机或透视相机
- 选定相机类型后可以动态设置相机位置和相机方向的参数
- 创建不同类型的相机,相机参数展示对应相机类型的参数,以便调整查看参数对视图的影响
2.示例代码
<template>
<div>
<div id="container"></div>
<div class="controls-box">
<div>
<label>相机类型:</label>
<el-radio v-model="cameraType" label="PerspectiveCamera" @change="radioChange">透视相机</el-radio>
<el-radio v-model="cameraType" label="OrthographicCamera" @change="radioChange">正投影相机</el-radio>
</div>
<el-collapse accordion>
<div>
<el-collapse-item :title="item.name" v-for="(item,key) in properties" :key="key">
<el-col v-for='(paramsItem,paramsItemKey) in item.params' :key="paramsItemKey">
<el-col :span="5">
<span class="vertice-span">{{paramsItem.name}}</span>
</el-col>
<el-col :span="16">
<el-slider v-model="paramsItem.value" :min="paramsItem.min" :max="paramsItem.max" :step="paramsItem.step" :format-tooltip="formatTooltip"></el-slider>
</el-col>
<el-col :span="3">
<span class="vertice-span">{{paramsItem.value}}</span>
</el-col>
</el-col>
</el-collapse-item>
</div>
</el-collapse>
</div>
</div>
</template>
<script>
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
data () {
return {
cameraType: 'PerspectiveCamera',
sliderProperties: {
position: {
name: '相机位置-position',
params: {
positionX: {
name: 'x',
value: 120,
min: -1800,
max: 1800,
step: 1
},
positionY: {
name: 'y',
value: 60,
min: -1800,
max: 1800,
step: 1
},
positionZ: {
name: 'z',
value: 180,
min: -1800,
max: 1800,
step: 1
}
}
},
lookAt: {
name: '相机方向',
params: {
lookAtX: {
name: 'x',
value: 0,
min: -180,
max: 180,
step: 1
},
lookAtY: {
name: 'y',
value: 0,
min: -180,
max: 180,
step: 1
},
lookAtZ: {
name: 'z',
value: 0,
min: -180,
max: 180,
step: 1
}
}
},
PerspectiveCameraParams: {
name: '相机参数',
params: {
fov: {
name: '视场',
value: 45,
min: 0,
max: 360,
step: 1
},
aspect: {
name: '长宽比',
value: 2,
min: 0.1,
max: 10,
step: 0.1
},
near: {
name: '近面',
value: 0.1,
min: 0.1,
max: 100,
step: 0.1
},
far: {
name: '远面',
value: 1000,
min: 100,
max: 10000,
step: 10
}
}
},
OrthographicCameraParams: {
name: '相机参数',
params: {
left: {
name: '左边界',
value: -150,
min: -1000,
max: 0,
step: 1
},
right: {
name: '右边界',
value: 230,
min: 0,
max: 1000,
step: 1
},
top: {
name: '上边界',
value: -50,
min: -500,
max: 0,
step: 1
},
bottom: {
name: '下边界',
value: 360,
min: 0,
max: 500,
step: 1
},
near: {
name: '近面',
value: 200,
min: -1000,
max: 100,
step: 10
},
far: {
name: '远面',
value: 300,
min: 100,
max: 10000,
step: 10
}
}
}
},
planeGeometry: null,
camera: null,
scene: null,
renderer: null,
controls: null
}
},
computed: {
properties () {
let obj = {}
for (let key in this.sliderProperties) {
if (
this.sliderProperties[key].name !== '相机参数' ||
!key.indexOf(this.cameraType)
) {
obj[key] = this.sliderProperties[key]
}
}
return obj
}
},
mounted () {
this.init()
},
methods: {
formatTooltip (val) {
return val
},
radioChange (value) {
if (value === 'PerspectiveCamera') {
this.sliderProperties.lookAt.params.lookAtX.value = 0
this.sliderProperties.lookAt.params.lookAtY.value = 0
this.sliderProperties.lookAt.params.lookAtZ.value = 0
} else {
this.sliderProperties.lookAt.params.lookAtX.value = 25
this.sliderProperties.lookAt.params.lookAtY.value = -135
this.sliderProperties.lookAt.params.lookAtZ.value = 70
}
},
// 初始化
init () {
this.createScene() // 创建场景
this.createMesh() // 创建网格模型
this.createCube() // 创建方块
this.createLight() // 创建光源
this.createCamera() // 创建相机
this.createRender() // 创建渲染器
this.createControls() // 创建控件对象
this.render() // 渲染
},
// 创建场景
createScene () {
this.scene = new THREE.Scene()
},
// 创建网格模型
createMesh () {
this.planeGeometry = new THREE.PlaneGeometry(180, 180) // 创建一个平面对象PlaneGeometry
const planeMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff
}) // 材质对象Material
const plane = new THREE.Mesh(this.planeGeometry, planeMaterial)
// 设置平面位置
plane.rotation.x = -0.5 * Math.PI
plane.position.set(0, 0, 0)
plane.receiveShadow = true
// 平面对象添加到场景中
this.scene.add(plane)
},
// 创建光源
createLight () {
// 创建方向光
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.7)
directionalLight.position.set(-20, 40, 60)
this.scene.add(directionalLight)
// 环境光
const ambientLight = new THREE.AmbientLight(0x292929)
this.scene.add(ambientLight)
},
// 创建相机
createCamera () {
const element = document.getElementById('container')
const width = element.clientWidth // 窗口宽度
const height = element.clientHeight // 窗口高度
const k = width / height // 窗口宽高比
// PerspectiveCamera( fov, aspect, near, far )
this.camera = new THREE.PerspectiveCamera(45, k, 0.1, 1000)
this.camera.position.set(120, 60, 180) // 设置相机位置
console.log(this.scene.position)
this.camera.lookAt(new THREE.Vector3(0, 0, 0)) // 设置相机方向
this.scene.add(this.camera)
},
// 创建渲染器
createRender () {
const element = document.getElementById('container')
this.renderer = new THREE.WebGLRenderer()
this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
this.renderer.setClearColor(0xeeeeee, 1) // 设置背景颜色
element.appendChild(this.renderer.domElement)
},
// 更新相机属性
updateCameraProperties () {
if (this.cameraType === 'PerspectiveCamera') {
this.camera = new THREE.PerspectiveCamera(
this.sliderProperties.PerspectiveCameraParams.params.fov.value, // 视场
this.sliderProperties.PerspectiveCameraParams.params.aspect.value, // 长宽比
this.sliderProperties.PerspectiveCameraParams.params.near.value, // 近面
this.sliderProperties.PerspectiveCameraParams.params.far.value // 远面
)
this.camera.position.set(
this.sliderProperties.position.params.positionX.value,
this.sliderProperties.position.params.positionY.value,
this.sliderProperties.position.params.positionZ.value
)
this.camera.lookAt(
new THREE.Vector3(
this.sliderProperties.lookAt.params.lookAtX.value,
this.sliderProperties.lookAt.params.lookAtY.value,
this.sliderProperties.lookAt.params.lookAtZ.value
)
)
} else {
this.camera = new THREE.OrthographicCamera(
this.sliderProperties.OrthographicCameraParams.params.left.value, // 左边界
this.sliderProperties.OrthographicCameraParams.params.right.value, // 右边界
this.sliderProperties.OrthographicCameraParams.params.top.value, // 上边界
this.sliderProperties.OrthographicCameraParams.params.bottom.value, // 下边界
this.sliderProperties.OrthographicCameraParams.params.near.value, // 近面
this.sliderProperties.OrthographicCameraParams.params.far.value // 远面
)
this.camera.position.set(
this.sliderProperties.position.params.positionX.value,
this.sliderProperties.position.params.positionY.value,
this.sliderProperties.position.params.positionZ.value
)
this.camera.lookAt(
new THREE.Vector3(
this.sliderProperties.lookAt.params.lookAtX.value,
this.sliderProperties.lookAt.params.lookAtY.value,
this.sliderProperties.lookAt.params.lookAtZ.value
)
)
this.planeGeometry.scale = new THREE.Vector3(20, 20, 20)
}
},
createCube () {
const cubeGeometry = new THREE.BoxGeometry(4, 4, 4) // 创建几何对象geom
for (let j = 0; j < this.planeGeometry.parameters.height / 5; j++) {
for (let i = 0; i < this.planeGeometry.parameters.width / 5; i++) {
const rnd = Math.random() * 0.75 + 0.25
const cubeMaterial = new THREE.MeshLambertMaterial() // 创建材质对象material
cubeMaterial.color = new THREE.Color(rnd, 0, 0)
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial) // 创建网格对象cube
cube.position.z =
-(this.planeGeometry.parameters.height / 2) + 2 + j * 5
cube.position.x =
-(this.planeGeometry.parameters.width / 2) + 2 + i * 5
cube.position.y = 2
this.scene.add(cube) // 将网格对象添加到场景
}
}
},
render () {
this.updateCameraProperties()
this.renderer.render(this.scene, this.camera)
requestAnimationFrame(this.render)
},
// 创建控件对象
createControls () {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
}
}
}
</script>
<style>
#container {
position: absolute;
width: 100%;
height: 100%;
}
.controls-box {
position: absolute;
right: 5px;
top: 5px;
width: 300px;
padding: 10px;
background-color: #fff;
border: 1px solid #c3c3c3;
}
.vertice-span {
line-height: 38px;
padding: 0 2px 0 10px;
}
</style>