gpt4 book ai didi

javascript - Three.js 正交相机 : zoom all for a cube with perspective

转载 作者:行者123 更新时间:2023-12-03 03:33:04 25 4
gpt4 key购买 nike

我开发了一个简单的 two.js 应用程序来呈现立方体。我创建了三个文件:index.htmlviewer_style.cssviewer.js

index.html的内容如下:

<!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>

viewer.js的内容如下:

// 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();

我打算使用立方体边界球体的半径,以一定的边距使立方体适合场景。它似乎工作正常,如下图所示:

enter image description here

但是,我将 viewer.js 中的相机位置更改为以下内容:

camera.position.x = 100;
camera.position.y = 100;
camera.position.z = 100;

在这种情况下,我得到这样的信息:

enter image description here

在这种情况下,立方体不适合屏幕。我认为这是因为我在错误的引用系中测量边界球体的半径。但是,我一直无法找到解决此问题的方法。

有人知道我做错了什么吗?我使用的方法正确吗?提前致谢。

最佳答案

如果您更改 aspect < 1,则您的代码是正确的至aspect > 1 ,按照建议。这是一个带有代码的 jsfiddle 演示了这一点: https://jsfiddle.net/holgerl/kk5h39qa/

关于javascript - Three.js 正交相机 : zoom all for a cube with perspective,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/45996637/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com