Cesium-Examples/examples/threeEx/1.1.37、相机.html
2025-03-19 11:00:22 +08:00

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<!--********************************************************************
* by jiawanlong
*********************************************************************-->
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "./../../libs/three/build/three.module.js",
"three/addons/": "./../../libs/three/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const getColor = () => '#' + Math.floor(Math.random() * 0xffffff).toString(16).padStart(6, '0')
// 场景
const scene = new THREE.Scene();// 创建场景
const geometry = new THREE.BoxGeometry(5, 5, 5);
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
for (let k = 0; k < 10; k++) {
const material = new THREE.MeshBasicMaterial({ color: getColor() }); //材质
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(i * 20, k * 20, j * 20);
scene.add(mesh);
}
}
}
// AxesHelper
const axesHelper = new THREE.AxesHelper(300);
scene.add(axesHelper);
// 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
// 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
/*
1、透视投影相机 PerspectiveCamera远小近大投影规律
fov (Field of View):垂直视野角度,通常以度为单位。
aspect宽高比通常是渲染器的宽度除以高度。
near近裁剪面距离小于这个距离的物体将不可见。
far远裁剪面距离大于这个距离的物体将不可见。
*/
// const camera = new THREE.PerspectiveCamera(); //相机
// const camera = new THREE.PerspectiveCamera(75, document.body.clientWidth / document.body.clientHeight, 0.1, 3000)
// camera.position.set(500, 500, 500);
// camera.lookAt(0, 0, 0);
/*
2、正投影相机 OrthographicCamera( left, right, top, bottom, near, far )
left 渲染空间的左边界
right 渲染空间的右边界
top 渲染空间的上边界
bottom 渲染空间的下边界
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
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
*/
const width = window.innerWidth; //canvas画布宽度
const height = window.innerHeight; //canvas画布高度
const k = width / height; //canvas画布宽高比
const s = 600;//控制left, right, top, bottom范围大小
const camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 8000);
camera.position.set(500, 500, 500);//相机放在了y轴上
camera.lookAt(0, 0, 0);//指向坐标原点
// 渲染器
const renderer = new THREE.WebGLRenderer(); // 创建渲染器
renderer.setSize(window.innerWidth, window.innerHeight); //渲染区域
renderer.render(scene, camera); //执行渲染
document.body.appendChild(renderer.domElement);
// 设置相机控件轨道控制器OrbitControls
const controls = new OrbitControls(camera, renderer.domElement);
// 如果OrbitControls改变了相机参数重新调用渲染器渲染三维场景
controls.addEventListener('change', function () {
renderer.render(scene, camera); //执行渲染操作
console.log(camera.position)
});//监听鼠标、键盘事件
</script>
</body>
</html>