Three 学习日志(九)------ 阵列立方体和相机适配体验
一、双层for循环创建阵列模型
javascript
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//创建一个长方体几何对象Geometry
const geometry = new THREE.BoxGeometry(100, 100, 100);
//材质对象Material
const material = new THREE.MeshLambertMaterial({
color: 0x00ffff, //设置材质颜色
transparent: true,//开启透明
opacity: 0.5,//设置透明度
});
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
const mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
// 在XOZ平面上分布
mesh.position.set(i * 200, 0, j * 200);
scene.add(mesh); //网格模型添加到场景中
}
}
二、调整相机位置,改变观察范围
javascript
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const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
//在原来相机位置基础上拉远,可以观察到更大的范围
camera.position.set(800, 800, 800);
camera.lookAt(0, 0, 0);
三、超出视锥体远裁界面的范围的会被剪裁掉,不渲染,可以调整far参数适配
javascript
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const camera = new THREE.PerspectiveCamera(30, width / height, 1, 8000);
camera.position.set(2000, 2000, 2000);
camera.lookAt(0, 0, 0);
四、改变相机观测点
javascript
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// 改变相机观察目标点
camera.lookAt(1000, 0, 1000);
// 设置相机控件轨道控制器OrbitControls
const controls = new OrbitControls(camera, renderer.domElement);
// 相机控件.target属性在OrbitControls.js内部表示相机目标观察点,默认0,0,0
// console.log('controls.target', controls.target);
controls.target.set(1000, 0, 1000);
controls.update();//update()函数内会执行camera.lookAt(controls.targe)
五、完整代码
html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Learn Three</title>
<!-- 引入three,下载地址参考:http://www.webgl3d.cn/pages/aac9ab/#%E7%89%B9%E5%AE%9A%E7%89%88%E6%9C%ACthree-js%E6%96%87%E4%BB%B6%E5%8C%85%E4%B8%8B%E8%BD%BD -->
<script src="../build/three.js"></script>
<!-- 引入相机控件 -->
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "../examples/jsm/"
}
}
</script>
</head>
<body>
<script type="module">
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// 创建3D场景对象Scene
const scene = new THREE.Scene();
const axesHelper = new THREE.AxesHelper(150);
scene.add(axesHelper);
//创建一个长方体几何对象Geometry
const geometry = new THREE.BoxGeometry(100, 100, 100);
//材质对象Material
const material = new THREE.MeshLambertMaterial({
color: 0x00ffff, //设置材质颜色
transparent: true,//开启透明
opacity: 0.5,//设置透明度
});
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
const mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
// 在XOZ平面上分布
mesh.position.set(i * 200, 0, j * 200);
scene.add(mesh); //网格模型添加到场景中
}
}
// //环境光强度调整为0.8
const ambient = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambient);
const width = window.innerWidth; // 窗口宽度
const height = window.innerHeight; // 窗口高度
// const camera = new THREE.PerspectiveCamera();
// camera.position.set(200, 200, 200);
// camera.lookAt(0, 0, 0);
// const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
// //在原来相机位置基础上拉远,可以观察到更大的范围
// camera.position.set(800, 800, 800);
// camera.lookAt(0, 0, 0);
// const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
const camera = new THREE.PerspectiveCamera(30, width / height, 1, 8000);
// camera.position.set(292, 223, 185);
// 超出视锥体远裁界面的范围的会被剪裁掉,不渲染,可以调整far参数适配
camera.position.set(2000, 2000, 2000);
camera.lookAt(0, 0, 0);
// // 改变相机观察目标点
camera.lookAt(1000, 0, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.render(scene, camera); //执行渲染操作
document.body.appendChild(renderer.domElement);
// 设置相机控件轨道控制器OrbitControls
const controls = new OrbitControls(camera, renderer.domElement);
// 相机控件.target属性在OrbitControls.js内部表示相机目标观察点,默认0,0,0
// console.log('controls.target', controls.target);
controls.target.set(1000, 0, 1000);
controls.update();//update()函数内会执行camera.lookAt(controls.targe)
</script>
</body>
<style>
body {
overflow: hidden;
margin: 0px;
}
</style>
</html>