Cesium-Examples/examples/threeEx/1.1.6、全屏.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"
}
}
</script>
<script type="module">
import * as THREE from 'three';
// 场景
const scene = new THREE.Scene();// 创建场景
const geometry = new THREE.BoxGeometry(10, 60, 100); //几何体
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); //材质
const mesh = new THREE.Mesh(geometry, material); //网格模型
mesh.position.set(0, 10, 0); //网格模型位置
scene.add(mesh); //场景添加网格模型
// AxesHelper
const axesHelper = new THREE.AxesHelper(150);
scene.add(axesHelper);
// 相机
const camera = new THREE.PerspectiveCamera(); //相机
camera.position.set(200, 200, 200); //相机位置
camera.lookAt(0, 10, 0); //相机观察位置
// 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);
// onresize 事件会在窗口被调整大小时发生
window.onresize = function () {
// 重置渲染器输出画布canvas尺寸
renderer.setSize(window.innerWidth, window.innerHeight);
// 全屏情况下设置观察范围长宽比aspect为窗口宽高比
camera.aspect = window.innerWidth / window.innerHeight;
// 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix
// 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)
// 如果相机的一些属性发生了变化需要执行updateProjectionMatrix ()方法更新相机的投影矩阵
camera.updateProjectionMatrix();
};
</script>
</body>
</html>