图形化开发(五)042-Three.js之Camera相机——正交相机和透视相机的对比
效果图-正交相机和透视相机的对比
camera.html
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<title>正交相机和透视相机的对比</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
</head>
<body onload="draw();">
</body>
<script src="https://cdn.bootcss.com/three.js/92/three.js"></script>
<script src="http://www.wjceo.com/lib/js/libs/stats.min.js"></script>
<script src="https://cdn.bootcss.com/dat-gui/0.7.1/dat.gui.min.js"></script>
<script>
var renderer, camera, scene, gui, stats;
var group, perspectiveCamera, orthographicCamera;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false; //设置场景不自动清除内容,才能够让两个相机同时渲染页面
//告诉渲染器需要阴影效果
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
document.body.appendChild(renderer.domElement);
}
function initCamera() {
var aspect = window.innerWidth / window.innerHeight / 2;
//创建透视相机
perspectiveCamera = new THREE.PerspectiveCamera(45, aspect, 0.1, 1000);
//创建正交相机
var size = 200;
orthographicCamera = new THREE.OrthographicCamera(size * aspect / -2, size * aspect / 2, size / 2, size / -2, 0.1, 1000);
//两个相机设置相同的位置
perspectiveCamera.position.set(0, 100, 200);
orthographicCamera.position.set(0, 100, 200);
//设置两个相机焦点都为原点
perspectiveCamera.lookAt(new THREE.Vector3());
orthographicCamera.lookAt(new THREE.Vector3());
//添加到场景
scene.add(perspectiveCamera);
scene.add(orthographicCamera);
}
function initScene() {
scene = new THREE.Scene();
}
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
auto: false, //自动旋转
reset: function () {
group.rotation.y = 0;
}
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.add(gui, "auto").name("自动旋转");
datGui.add(gui, "reset").name("重置");
}
function initLight() {
var ambientLight = new THREE.AmbientLight("#111111");
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight("#ffffff");
directionalLight.position.set(40, 60, 10);
directionalLight.shadow.camera.near = 0; //产生阴影的最近距离
directionalLight.shadow.camera.far = 200; //产生阴影的最远距离
directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
directionalLight.shadow.camera.right = 50; //最右边
directionalLight.shadow.camera.top = 50; //最上边
directionalLight.shadow.camera.bottom = -50; //最下面
//这两个值决定生成阴影密度 默认512
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.mapSize.width = 1024;
//告诉平行光需要开启阴影投射
directionalLight.castShadow = true;
scene.add(directionalLight);
}
function initModel() {
group = new THREE.Group(); //创建一个模型组
//球体
var sphereGeometry = new THREE.SphereGeometry(5, 24, 16);
var sphereMaterial = new THREE.MeshPhongMaterial({color: 0xff00ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.x = -10;
sphere.position.z = -10;
sphere.castShadow = true; //开启阴影
group.add(sphere);
//立方体
var cubeGeometry = new THREE.BoxGeometry(10, 10, 10);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 20;
cube.position.z = 20;
cube.castShadow = true; //开启阴影
group.add(cube);
//底部平面
var planeGeometry = new THREE.PlaneGeometry(100, 100);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.y = -5;
plane.receiveShadow = true; //可以接收阴影
group.add(plane);
scene.add(group);
}
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
function render() {
if (gui.auto) {
group.rotation.y += 0.01;
}
renderer.clear(true, true, true); //手动清除场景
var size = renderer.getSize(); //获取到当前的显示区域的宽高
renderer.setViewport(0, 0, size.width / 2, size.height); //设置视口,从 (x, y) 到 (x + width, y + height)。
renderer.render(scene, perspectiveCamera);
renderer.setViewport(size.width / 2, 0, size.width / 2, size.height);
renderer.render(scene, orthographicCamera);
}
//窗口变动触发的函数
function onWindowResize() {
var aspect = window.innerWidth / window.innerHeight / 2;
//更新透视相机
perspectiveCamera.aspect = aspect;
perspectiveCamera.updateProjectionMatrix();
//更新正交相机
var size = 200;
orthographicCamera.left = size * aspect / -2;
orthographicCamera.right = size * aspect / 2;
orthographicCamera.top = size / 2;
orthographicCamera.bottom = size / -2;
orthographicCamera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
//更新控制器
render();
//更新性能插件
stats.update();
requestAnimationFrame(animate);
}
function draw() {
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>
</html>
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
animate();
window.onresize = onWindowResize;
}