学习threejs,PerspectiveCamera透视相机和OrthographicCamera正交相机对比

👨‍⚕️ 主页: gis分享者

👨‍⚕️ 感谢各位大佬 点赞👍 收藏⭐ 留言📝 加关注✅!

👨‍⚕️ 收录于专栏:threejs gis工程师

文章目录


一、🍀前言

本文详细介绍如何基于threejs在三维场景中PerspectiveCamera透视相机和OrthographicCamera正交相机进行对比,亲测可用。希望能帮助到您。一起学习,加油!加油!

1.1 ☘️THREE.PerspectiveCamera透视相机

THREE.PerspectiveCamera这一投影模式被用来模拟人眼所看到的景象,它是3D场景的渲染中使用得最普遍的投影模式。
构造函数:

PerspectiveCamera( fov : Number, aspect : Number, near : Number, far : Number )

fov --- 摄像机视锥体垂直视野角度

aspect --- 摄像机视锥体长宽比

near --- 摄像机视锥体近端面

far --- 摄像机视锥体远端面

这些参数一起定义了摄像机的viewing frustum(视锥体)。
属性:

方法:

1.2 ☘️THREE.OrthographicCamera正交相机

THREE.OrthographicCamera正交相机在这种投影模式下,无论物体距离相机距离远或者近,在最终渲染的图片中物体的大小都保持不变。

这对于渲染2D场景或者UI元素是非常有用的。
构造函数:

OrthographicCamera( left : Number, right : Number, top : Number, bottom : Number, near : Number, far : Number )

left --- 摄像机视锥体左侧面。

right --- 摄像机视锥体右侧面。

top --- 摄像机视锥体上侧面。

bottom --- 摄像机视锥体下侧面。

near --- 摄像机视锥体近端面。

far --- 摄像机视锥体远端面。

这些参数一起定义了摄像机的viewing frustum(视锥体)。
属性:

方法:

二、🍀PerspectiveCamera透视相机和OrthographicCamera正交相机对比

1. ☘️实现思路

  • 1、初始化renderer渲染器
  • 2、初始化Scene三维场景scene。
  • 3、初始化PerspectiveCamera透视相机camera,定义相机位置 camera.position。
  • 4、初始化THREE.AmbientLight环境光源,scene场景加入环境光源。创建THREE.DirectionalLight平行光源directionalLight,设置平行光源位置,scene场景加入平行光源。
  • 5、加载几何模型:创建THREE.PlaneGeometry平面几何体planeGeometry,创建THREE.MeshLambertMaterial漫反射材质planeMaterial,传入参数planeGeometry和planeMaterial创建平面几何体网格对象plane,设置plane投影,设置plane的位置和旋转角度,场景scene中加入plane。在plane上循环创建立方体网格对象cube,将plane铺满,具体代码参考代码样例。
  • 6、加入gui控制,实现PerspectiveCamera透视相机和OrthographicCamera正交相机的切换,进行效果对比。加入stats监控器,监控帧数信息。

2. ☘️代码样例

html 复制代码
<!DOCTYPE html>

<html>

<head>
    <title>PerspectiveCamera透视相机和OrthographicCamera正交相机对比</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);

        for (var j = 0; j < (planeGeometry.parameters.height / 5); j++) {
            for (var i = 0; i < planeGeometry.parameters.width / 5; i++) {
                var rnd = Math.random() * 0.75 + 0.25;
                var cubeMaterial = new THREE.MeshLambertMaterial();
                cubeMaterial.color = new THREE.Color(rnd, 0, 0);
                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 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();

        function render() {

            stats.update();
            // render using requestAnimationFrame
            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>

效果如下:

相关推荐
gis分享者2 天前
学习threejs,使用MeshBasicMaterial基本网格材质
threejs·basicmaterial·基本网格材质
gis分享者6 天前
学习threejs,使用PointLight点光源
threejs·点光源·pointlight
gis分享者10 天前
学习threejs,使用HemisphereLight半球光
threejs·hemispherelight·半球光
gis分享者15 天前
学习threejs,使用Lensflare模拟镜头眩光
threejs·lensflare·眩光
gis分享者17 天前
学习threejs,tga格式图片文件贴图
threejs·贴图·tga·tgaloader
gis分享者18 天前
学习threejs,pvr格式图片文件贴图
threejs·贴图·pvr
gis分享者1 个月前
学习threejs,使用OrbitControls相机控制器
threejs·相机·相机控制器·orbitcontrols
不系舟1781 个月前
threejs 实现镜面反射,只反射指定物体,背景透明
threejs
gis分享者1 个月前
学习threejs,使用RollControls相机控制器
threejs·相机控制器·rollcontrols
gis分享者1 个月前
学习threejs,使用FlyControls相机控制器
threejs·相机控制器·flycontrols