这就是摄像头的即时反应:
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR
);
这些价值意味着什么?
这就是摄像头的即时反应:
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR
);
这些价值意味着什么?
第一个参数是FOV 表示视野, 想象三脚架上的摄像头, 如果你将镜头换成宽角, 你就会得到更高的视野。 试着想象一个锥体从镜头中出来, 它只能看到那个区域中的物体 。
ASPECT 表示宽屏电视宽度比为 16/9, 旧电视为 4/3, 通常只是给它屏幕宽度/ 高度或DIV 的暗度, 您想要使用 3. js 。
我也在想同样的事情,所以我查了一下,它是一个“坚固”的“坚固”的风景,一个“坚固”的风景,一个“坚固”的风景,一个“坚固”的风景。
我会在这里粘贴一个代码 评论,我写 在最近一个项目 因为它总结它 不错的IMHO。
// "What the f*** is a frustum?" you ask. Well I did.
// Think about it as a truncated pyramid. The tip is the camera. From a certain
// point "down" the pyramid (the "near plane"), stuff can be seen on-screen.
// After the "base" of the pyramid (the "far plane"), stuff is too far to be
// seen. Stuff outside the pyramid is off-screen too. There is also the "aspect
// ratio" (the rectangle that makes up the pyramid s base, so this value is
// width/height) and the "field of view" (think of it as a lens or something,
// it distorts the pyramid so there s more objects on screen - it is set in
// degrees and 45° is more-or-less a "natural" perspective. The bigger the
// number, the more "perspective" there is).
我发现这个
< 强度 > perspectCameera 强度 >
Fov(视野) - 这是从摄像头的位置可以看到的场景的一部分。 正如你们可能知道的,我们人类有近180度的视野,而有些鸟类甚至有完全360度的视野。然而,对于计算机来说,我们通常使用60至90度的视野。
外观 - 侧比是输出区域水平和垂直大小之间的比例。 由于我们通常使用整个窗口, 我们将只使用该比例。 从下页的图中可以看到, 侧比决定了水平视野和垂直视野之间的差别。 普通值是 window.innerWidth/ window.innerH8
。
近处 - 此属性定义离相机的最小距离 < code> three.js 使场景成为场景。 通常, 这个值很小, 如 0.1 。
- 远处 - 此属性定义了距离摄像头位置的最大距离。 如果我们设定此距离过低, 我们的一部分场景可能不会完成; 如果我们设定得太高, 在某些情况下, 它可能会影响成形性能。 正常值在500到2000之间 。
<强度 > 天文摄影馆 < /强 >
左转( Camera fruustum left plane) - 您应该将这里视为要完成的左边框。 如果我们将这个值设定为 - 100, 您将看不到左侧更远的任何物体 。
右转(Camera frutytum right plane) - 右转再往右走一点都无法完成。
顶部( Camera 褐色顶端平面) - 最大顶部位置要设定 。
底部( Camera 灰土底平面) 底部位置要设定 。
附近(接近飞机的焦土)-从这一点开始,根据摄像头的位置,现场将拍摄完毕。
Far (Camera frutytum far plane) - 根据摄像头的位置, 距离最远的点, 现场将到达那里 。
以下情况应非常能说明问题:
两种照相机模式的主要区别在于,在 最后,这里是一些代码, 你可以用它从一台相机转换到另一台相机: <强 > 注: 强> <强 > 有用链接: 强>正统摄影机
距离中,所有元素的大小均相同,红球和黄球的情况就是如此。this.switchCamera = function(SCENE_WIDTH, SCENE_HEIGHT) {
if (camera instanceof THREE.PerspectiveCamera) {
camera = new THREE.OrthographicCamera( SCENE_WIDTH / - 2, SCENE_WIDTH / 2, SCENE_HEIGHT / 2, SCENE_HEIGHT / - 2, 0.1, 1000 );
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = -1;
camera.lookAt(scene.position);
this.perspective = "Orthographic";
} else {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = -1;
camera.lookAt(scene.position);
this.perspective = "Perspective";
}
};
camera.lookAt(scene.position)
orients the camera to where the scene is located, so it is visible.three.js
are SI units, so the values of left,right,top,bottom
should not assumed to be pixels.SCENE_WIDTH, SCENE_HEIGHT
, can be determined through the geometries that are added in the scene. The orthographic frustum could be much larger than the scene but it wouldn t be very parsimonious.
fov: 摄像头粗鲁的垂直视野。
外观: 相机粗体宽度比 。
近处: 飞机附近的摄像头暴风雨。
远处: 摄像头丰硕的远方飞机。
这些页面上的一些图像 包括FOV、NEAR飞机、Anmd FAR飞机。
https:// threejsfundamentals.org/ th3/js/lessons/resources/frustum-3d.svg
https://threejsfundamentals.org/threejs/lessons/threejs-cameras.html https://en.wikipedia.org/wiki/Viewing_frustum
这是宽比。
https://en.wikipedia.org/wiki/Aspect_ratio_(image)
这是官方的医生
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