我开发了一个简单的three.js
应用程序,呈现立方体。我创建了三个文件:index.html
,viewer_style.css
和viewer.js
。three.js正交相机:缩放所有角度的立方体
的index.html
内容如下:
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>My first three.js app</title>
<link rel='stylesheet' type='text/css' href='viewer_style.css'>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/renderers/Projector.js"></script>
</head>
<body>
<script src="viewer.js"></script>
</body>
</html>
和viewer.js
内容如下:
// SCENE
var scene = new THREE.Scene();
// CAMERA
var frustumHeight;
var aspect = window.innerWidth/window.innerHeight;
var camera = new THREE.OrthographicCamera(- frustumHeight * aspect/2, frustumHeight * aspect/2, frustumHeight/2, - frustumHeight/2, 1, 2000);
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 100;
// CUBE
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshPhongMaterial({color: 0xbaf5e8, flatShading: true});
var cube = new THREE.Mesh(geometry, material);
cube.receiveShadow = true;
scene.add(cube);
// BOUNDING BOX
var helper_bbox = new THREE.BoxHelper(cube);
helper_bbox.update();
scene.add(helper_bbox);
// AXES
var helper_axes = new THREE.AxisHelper();
scene.add(helper_axes);
// FIT ALL:
var bbox_radius = helper_bbox.geometry.boundingSphere.radius;
if(aspect < 1){
frustumHeight = 2 * bbox_radius;
}
else{
frustumHeight = 2 * bbox_radius/aspect;
}
camera.left = - frustumHeight * aspect/2;
camera.right = frustumHeight * aspect/2;
camera.top = frustumHeight/2;
camera.bottom = - frustumHeight/2;
camera.updateProjectionMatrix();
// RENDERER
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
// LIGHTS
var ambientLight = new THREE.AmbientLight(0x101010, 1.0);
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(1.0, 1.0, 1.0).normalize();
scene.add(directionalLight);
directionalLight_2 = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight_2.position.set(-1.0, -1.0, 1.0).normalize();
scene.add(directionalLight_2);
// CONTROLS
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera);
window.addEventListener('resize', onWindowResize, false);
function animate(){
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize(){
var aspect = window.innerWidth/window.innerHeight;
camera.left = - frustumHeight * aspect/2;
camera.right = frustumHeight * aspect/2;
camera.top = frustumHeight/2;
camera.bottom = - frustumHeight/2;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
camera.lookAt(scene.position);
}
animate();
我打算用一定的余量,以适应立方现场立方体边界球的半径。它似乎正常工作,因为它可以在下面的图片中可以看出:
不过,我改变相机位置viewer.js
以下几点:
camera.position.x = 100;
camera.position.y = 100;
camera.position.z = 100;
在这种情况下,我得到这样的:
在这种情况下,该立方体没有安装到屏幕。我认为这是由于我正在测量错误参考系中边界球的半径。但是,我一直无法找到解决这个问题的办法。
有谁知道我在做什么错?我使用正确的方法吗?提前致谢。
你的代码看起来不错。将'aspect <1'改为'aspect> 1'。为了清楚起见,将'frustumSize'重命名为'frustumHeight'。 – WestLangley
谢谢。我编辑了这个问题,将'frustumSize'改为'frustumHeight'。我也尝试将aspect <1'更改为'aspect> 1',但我没有得到期望的结果。实际上,立方体现在在屏幕上变大了。我没有在这个问题上添加最后一个变化,因为我不明白为什么你提出了这个变化。 – GLR