threejs CameraHelper 查看照相机的观察范围

简单例子

这个例子,是在一个视图中,看到照相机的辅助线,也就是,一个照相机的观察访问

这样,就需要两个照相机,一个是主照相机,一个是加有辅助线的照相机(有两种,正交和透视,这里辅助的使用的是正交的)

设置两个照相机位置:注意,辅助的子照相机要在主照相机里面,这样才能在主照相机的镜头下看到辅助照相机的观察范围

 //场景、摄像机、渲染器、实体
    var scene, camera, renderer, cameraHelper;
    var cube, controls;
    //在页面加载完,进行绘制渲染页面
    window.onload = function() {
      init(); //数据初始化
      setSize(); //设置大小画布
      cube(); //绘制实体
      animate(); //动画渲染
    };
    //初始化摄像机,场景,渲染器,以及一些工具,比如摄像机辅助线,控制器
    function init() {
      scene = new THREE.Scene();
      camera = new THREE.PerspectiveCamera(
        75,
        window.innerWidth / window.innerHeight,
        0.1,
        500
      );
      camera.position.set(10, 5, 20);
      camera.lookAt(new THREE.Vector3(0, 0, 0));
      //正交投影照相机
      camera2 = new THREE.OrthographicCamera(-1, 1, 1, -1, 5, 10);
      renderer = new THREE.WebGLRenderer({ alpha: true });
      camera2.position.set(0, 0, 5);
      camera2.lookAt(new THREE.Vector3(0, 0, 0));
      //renderer = new THREE.WebGLRenderer();
      //camera.position.z = 10;
      controls = new THREE.OrbitControls(camera);
      controls.autoRotate = true;

      //照相机帮助线
      cameraHelper = new THREE.CameraHelper(camera2);
      scene.add(cameraHelper);
    }
    //设置画布大小,这个设置为整个视图,就不需要剪切了
    function setSize() {
      renderer.setSize(window.innerWidth, window.innerHeight);
      document.body.appendChild(renderer.domElement);
    }
    //普通的四方体
    function cube() {
      var geometry = new THREE.BoxGeometry(1, 1, 1);
      var material = new THREE.MeshNormalMaterial({ color: 0x00ff00 });
      cube = new THREE.Mesh(geometry, material);
      //设置位置
      cube.position.set(0, 0, -1.5);
      scene.add(cube);
    }
    function animate() {
      requestAnimationFrame(animate); //一帧帧动画
      cube.rotation.x += 0.005;
      cube.rotation.y += 0.005;
      cube.rotation.z += 0.005;
      camera.updateProjectionMatrix();
      controls.update();
      cameraHelper.update();
      renderer.render(scene, camera); //渲染
    }

 看完简单的例子,看看复杂的,

左边是一个视图,用一个小的照相机渲染出来的就是右边辅助线的照相机,

右边是两个照相机渲染出来的,右边,外面有个大的照相机,看到里面有个小的照相机,并且通过辅助线看到里面照相机的观察区域。

html部分:是,一个Canvas ,然后拆分为左右两个视图

<canvas id="c"></canvas>
    <div class="split">
       <div id="view1" tabindex="1"></div>
       <div id="view2" tabindex="2"></div>
    </div>
  <script src="https://threejsfundamentals.org/threejs/resources/threejs/r105/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r105/js/controls/OrbitControls.js"></script>

css

html, body {
  margin: 0;
  height: 100%;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
.split {
  position: absolute;
  left: 0; top: 0; width: 100%; height: 100%; display: flex; } .split>div { width: 100%; height: 100%; }

js,他是有两个照相机,

1.一个透视作为主照相机,

2.一个正交作为辅助照相机,

在正交照相机加上辅助线,然后把辅助线弄到场景里面,

这样我们就可以在一个照相机(主照相机下)下看到另一个照相机(另一个有辅助线的照相机)的作用范围(辅助线范围)

var renderer,
  scene,
  camera,
  camera2,
  cameraHelper,
  canvas,
  view1Elem,
  view2Elem;
function init() {
  renderer = new THREE.WebGLRenderer({ canvas });
  const size = 1;
  const near = 5;
  const far = 50;
  //正交投影照相机
  camera = new THREE.OrthographicCamera(-size, size, size, -size, near, far); //透视投影照相机 camera2 = new THREE.PerspectiveCamera( 60, // fov 2, // aspect 0.1, // near 500 // far  ); //照相机帮助线 cameraHelper = new THREE.CameraHelper(camera); scene = new THREE.Scene(); scene.background = new THREE.Color("black"); scene.add(cameraHelper); } function setCarema() { camera.zoom = 0.2; camera.position.set(0, 10, 20); //旋转控制器 const controls = new THREE.OrbitControls(camera, view1Elem); controls.target.set(0, 5, 0); controls.update(); camera2.position.set(16, 28, 40); camera2.lookAt(0, 5, 0); //旋转控制器 const controls2 = new THREE.OrbitControls(camera2, view2Elem); controls2.target.set(0, 5, 0); controls2.update(); } function drawObj() { //面的绘制  { const planeSize = 40; const loader = new THREE.TextureLoader(); const texture = loader.load( "https://threejsfundamentals.org/threejs/resources/images/checker.png" ); texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; texture.magFilter = THREE.NearestFilter; const repeats = planeSize / 2; texture.repeat.set(repeats, repeats); const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize); const planeMat = new THREE.MeshPhongMaterial({ map: texture, side: THREE.DoubleSide }); const mesh = new THREE.Mesh(planeGeo, planeMat); mesh.rotation.x = Math.PI * -0.5; scene.add(mesh); } //正方体的绘制  { const cubeSize = 4; const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize); const cubeMat = new THREE.MeshPhongMaterial({ color: "#8AC" }); const mesh = new THREE.Mesh(cubeGeo, cubeMat); mesh.position.set(cubeSize + 1, cubeSize / 2, 0); scene.add(mesh); } //球体的绘制  { const sphereRadius = 3; const sphereWidthDivisions = 32; const sphereHeightDivisions = 16; const sphereGeo = new THREE.SphereBufferGeometry( sphereRadius, sphereWidthDivisions, sphereHeightDivisions ); const sphereMat = new THREE.MeshPhongMaterial({ color: "#CA8" }); const mesh = new THREE.Mesh(sphereGeo, sphereMat); mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0); scene.add(mesh); } //光线的设置  { const color = 0xffffff; const intensity = 1; const light = new THREE.DirectionalLight(color, intensity); light.position.set(0, 10, 0); light.target.position.set(-5, 0, 0); scene.add(light); scene.add(light.target); } } //重新渲染 渲染器的大小,如果canvas的大小不是renderer的大小,就重新设置大小 canvas的大小,这个是因为 function resizeRendererToDisplaySize(renderer) { const canvas = renderer.domElement; const width = canvas.clientWidth; const height = canvas.clientHeight; const needResize = canvas.width !== width || canvas.height !== height; if (needResize) { renderer.setSize(width, height, false); } return needResize; } 
//剪刀,用来切割canvas 到两个view中,通过view切割计算,找到view的位置,然后进行渲染 function setScissorForElement(elem) { const canvasRect = canvas.getBoundingClientRect(); //包围盒的正方体 const elemRect = elem.getBoundingClientRect(); // compute a canvas relative rectangle const right = Math.min(elemRect.right, canvasRect.right) - canvasRect.left; const left = Math.max(0, elemRect.left - canvasRect.left); const bottom = Math.min(elemRect.bottom, canvasRect.bottom) - canvasRect.top; const top = Math.max(0, elemRect.top - canvasRect.top); const width = Math.min(canvasRect.width, right - left); const height = Math.min(canvasRect.height, bottom - top); // setup the scissor to only render to that part of the canvas const positiveYUpBottom = canvasRect.height - bottom; renderer.setScissor(left, positiveYUpBottom, width, height); renderer.setViewport(left, positiveYUpBottom, width, height); // return the aspect return width / height; } function render() { resizeRendererToDisplaySize(renderer); // turn on the scissor 开启剪刀,可以进行切割 renderer.setScissorTest(true); // render the original view { const aspect = setScissorForElement(view1Elem); // update the camera for this aspect camera.left = -aspect; camera.right = aspect; camera.updateProjectionMatrix(); cameraHelper.update(); // don't draw the camera helper in the original view cameraHelper.visible = false; scene.background.set(0x000000); renderer.render(scene, camera); } // render from the 2nd camera { const aspect = setScissorForElement(view2Elem); // update the camera for this aspect camera2.aspect = aspect; camera2.updateProjectionMatrix(); // draw the camera helper in the 2nd view cameraHelper.visible = true; scene.background.set(0x000040); renderer.render(scene, camera2); } requestAnimationFrame(render); } window.onload = function() { canvas = document.querySelector("#c"); view1Elem = document.querySelector("#view1"); view2Elem = document.querySelector("#view2"); init(); setCarema(); drawObj(); requestAnimationFrame(render); };

上面这个例子有点小复杂,因为涉及到,剪刀进行切割视图的计算

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转载自www.cnblogs.com/xuqp/p/11060268.html
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