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https://github.com/jiawanlong/Cesium-Examples.git
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103 lines
4.1 KiB
HTML
103 lines
4.1 KiB
HTML
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<!--********************************************************************
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* by jiawanlong
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*********************************************************************-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8" />
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<style>
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* {
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margin: 0;
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padding: 0;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script type="importmap">
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{
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"imports": {
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"three": "./../../three/build/three.module.js",
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"three/addons/": "./../../three/examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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const getColor = () => '#' + Math.floor(Math.random() * 0xffffff).toString(16).padStart(6, '0')
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// 场景
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const scene = new THREE.Scene();// 创建场景
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const geometry = new THREE.BoxGeometry(5, 5, 5);
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for (let i = 0; i < 10; i++) {
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for (let j = 0; j < 10; j++) {
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for (let k = 0; k < 10; k++) {
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const material = new THREE.MeshBasicMaterial({ color: getColor() }); //材质
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.set(i * 20, k * 20, j * 20);
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scene.add(mesh);
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}
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}
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}
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// AxesHelper
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const axesHelper = new THREE.AxesHelper(300);
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scene.add(axesHelper);
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// 透视投影可以模拟人眼观察世界的视觉效果,人在场景中漫游,或是在高处俯瞰整个园区或工厂
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// 正投影相机可以做 中国地图的效果,或者一个2D可视化的效果
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/*
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1、透视投影相机 PerspectiveCamera(远小近大投影规律)
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fov (Field of View):垂直视野角度,通常以度为单位。
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aspect:宽高比,通常是渲染器的宽度除以高度。
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near:近裁剪面距离,小于这个距离的物体将不可见。
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far:远裁剪面距离,大于这个距离的物体将不可见。
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*/
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// const camera = new THREE.PerspectiveCamera(); //相机
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// const camera = new THREE.PerspectiveCamera(75, document.body.clientWidth / document.body.clientHeight, 0.1, 3000)
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// camera.position.set(500, 500, 500);
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// camera.lookAt(0, 0, 0);
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/*
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2、正投影相机 OrthographicCamera( left, right, top, bottom, near, far )
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left 渲染空间的左边界
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right 渲染空间的右边界
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top 渲染空间的上边界
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bottom 渲染空间的下边界
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near near属性表示的是从距离相机多远的位置开始渲染,一般情况会设置一个很小的值。 默认值0.1
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far far属性表示的是距离相机多远的位置截止渲染,如果设置的值偏小小,会有部分场景看不到。 默认值2000
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*/
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const width = window.innerWidth; //canvas画布宽度
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const height = window.innerHeight; //canvas画布高度
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const k = width / height; //canvas画布宽高比
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const s = 600;//控制left, right, top, bottom范围大小
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const camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 8000);
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camera.position.set(500, 500, 500);//相机放在了y轴上
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camera.lookAt(0, 0, 0);//指向坐标原点
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// 渲染器
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const renderer = new THREE.WebGLRenderer(); // 创建渲染器
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renderer.setSize(window.innerWidth, window.innerHeight); //渲染区域
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renderer.render(scene, camera); //执行渲染
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document.body.appendChild(renderer.domElement);
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// 设置相机控件轨道控制器OrbitControls
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const controls = new OrbitControls(camera, renderer.domElement);
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// 如果OrbitControls改变了相机参数,重新调用渲染器渲染三维场景
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controls.addEventListener('change', function () {
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renderer.render(scene, camera); //执行渲染操作
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console.log(camera.position)
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});//监听鼠标、键盘事件
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</script>
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</body>
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</html>
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