似乎使用OrthographicCamera
,如果粒子(Points
)离相机更近,它看起来会更大。例如,相同大小的BoxGeometry
总是大小相同,无论它们与相机的距离如何。
参见下面的示例,其中绿色&红色立方体具有相同的尺寸,但与相机的距离不同,两个白色颗粒也是如此:
var container, camera, controls, scene, renderer;
init();
animate();
function init() {
var container = document.getElementById('container');
camera =
new THREE.OrthographicCamera(-window.innerWidth / 2,
window.innerWidth / 2, -window.innerHeight / 2,
window.innerHeight / 2, 1, 400);
camera.position.z = 200;
controls = new THREE.OrthographicTrackballControls(camera);
controls.addEventListener('change', render);
scene = new THREE.Scene();
var light = new THREE.DirectionalLight()
light.position.set(1, 5, 10)
scene.add(light);
var light = new THREE.DirectionalLight(0xaaaaaa)
light.position.set(-10, -1, -5)
scene.add(light);
var light = new THREE.AmbientLight(0x555555)
scene.add(light);
var pGeo = new THREE.Geometry()
var pVec1 = new THREE.Vector3
var pVec2 = new THREE.Vector3
var a = 80
pGeo.vertices.push(pVec1.fromArray([-a, -a, -a]));
pGeo.vertices.push(pVec2.fromArray([a, a, a]));
scene.add(new THREE.Points(pGeo, new THREE.PointsMaterial({
size: 80
})))
var cGeo = new THREE.BoxGeometry(80, 80, 80);
var MPG1 = new THREE.MeshPhongMaterial({
color: 0xff0000
});
var cMesh1 = new THREE.Mesh(cGeo, MPG1);
cMesh1.position.set(a, -a, -a);
cMesh1.updateMatrix();
scene.add(cMesh1);
var MPG2 = new THREE.MeshPhongMaterial({
color: 0x00ff00
});
var cMesh2 = new THREE.Mesh(cGeo, MPG2);
cMesh2.position.set(-a, a, a);
cMesh2.updateMatrix();
scene.add(cMesh2);
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.render(scene, camera)
render()
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
}
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrthographicTrackballControls.js"></script>
<!DOCTYPE html>
<html lang="en">
<head>
<title>Particle_Orthographic</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<div id="container"></div>
</body>
</html>
我想知道,我是否遗漏了一些可以使粒子的行为与其他Geometry
与OrthographicCamera
相同的行为。
因为我试图想象一些铝基质,OrthographicCamera
是非常必要的,以证明均匀的晶体结构。此外,矩阵的体积(和铝原子数)也会从4 ^ 3到100 ^ 3不等,因此scene
会改变大小,而其他Geometry
会使它变得非常慢。
提前致谢
答案 0 :(得分:1)
使用THREE.PointsMaterial
时,为了防止粒径随着距相机的距离而衰减(改变大小),请设置
material.sizeAttenuation = false;
three.js r.72