我是一个新的three.js男人,下面是我的代码片段...... 在three.js文档中说MeshDepthMaterial是按深度绘制几何。深度基于相机近远平面。白色最近,黑色最远。但在我的情况下,对于three.js r88没有任何影响,但是对于67. 67.有人可以告诉我为什么?非常感谢...
<!DOCTYPE html>
<html>
<head>
<title>示例 04.02 - MeshDepthMaterial</title>
<script src="../build/three.js"></script>
<script src="../build/js/controls/OrbitControls.js"></script>
<script src="../build/js/libs/stats.min.js"></script>
<script src="../build/js/libs/dat.gui.min.js"></script>
<script src="../build/js/renderers/CanvasRenderer.js"></script>
<script src="../build/js/renderers/Projector.js"></script>
<script src="../jquery/jquery-3.2.1.min.js"></script>
<style>
body {
/* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
margin: 0;
overflow: hidden;
}
/* 统计对象的样式 */
#Stats-output {
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>
<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>
<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">
var scene;
var camera;
var render;
var webglRender;
var canvasRender;
var controls;
var stats;
var guiParams;
var ground;
var cube;
var plane;
var sphere;
var meshMaterial;
var ambientLight;
var spotLight;
$(function() {
stats = initStats();
scene = new THREE.Scene();
scene.overrideMaterial = new THREE.MeshDepthMaterial({
morphTargets: true
});
webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true, logarithmicDepthBuffer: true} ); // antialias 抗锯齿
webglRender.setSize(window.innerWidth, window.innerHeight);
webglRender.setClearColor(0x000000, 1.0);
webglRender.shadowMap.enabled = true; // 允许阴影投射
render = webglRender;
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 2147483647
camera.position.set(-50, 40, 50);
var target = new THREE.Vector3(0, 0 , 0);
controls = new THREE.OrbitControls(camera, render.domElement);
controls.target = target;
camera.lookAt(target);
$('#webgl-output')[0].appendChild(render.domElement);
window.addEventListener('resize', onWindowResize, false);
ambientLight = new THREE.AmbientLight(0x000000);
scene.add(ambientLight);
/** 用来保存那些需要修改的变量 */
guiParams = new function() {
this.rotationSpeed = 0.02;
this.near = 2;
this.far = 50;
this.addCube = function() {
for (var i=0; i<100; i++) {
// 定义 cube 几何
var cubeGeometry = new THREE.BoxGeometry(5, 5, 5);
// 定义网格材质
meshMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
// 定义 cube 网格
cube = new THREE.Mesh(cubeGeometry, meshMaterial);
cube.castShadow = true;
cube.position.x = -60 + Math.round((Math.random() * 100));
cube.position.y = Math.round((Math.random() * 10));
cube.position.z = -100 + Math.round((Math.random() * 150));
// 默认加入 cube
scene.add(cube);
}
};
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'addCube');
gui.add(guiParams, 'near', 0, 50).onChange(function(e) {
camera.near = e;
});
gui.add(guiParams, 'far', 5, 200).onChange(function(e) {
camera.far = e;
});
guiParams.addCube();
renderScene();
});
/** 渲染场景 */
function renderScene() {
stats.update();
rotateMesh(); // 旋转物体
requestAnimationFrame(renderScene);
render.render(scene, camera);
}
/** 初始化 stats 统计对象 */
function initStats() {
stats = new Stats();
stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
$('#stats-output').append(stats.domElement);
return stats;
}
/** 当浏览器窗口大小变化时触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render.setSize(window.innerWidth, window.innerHeight);
}
/** 旋转物体 */
function rotateMesh() {
scene.traverse(function(mesh) {
if (mesh instanceof THREE.Mesh) {
mesh.rotation.x += guiParams.rotationSpeed;
mesh.rotation.y += guiParams.rotationSpeed;
mesh.rotation.z += guiParams.rotationSpeed;
}
});
}
</script>
</body>
</html>
&#13;
答案 0 :(得分:1)
当您更改camera.near
或camera.far
时,您需要致电:
camera.updateProjectionMatrix();
three.js r.88