无论如何使用Three.js,如何保持不变大小的网格?
假设我有多个相同大小的网格。我希望它们始终在屏幕尺寸上相同。我还必须使用透视相机。
我找到了一些相关的答案,但似乎我错过了一些事情:
第一种方法是使用欧几里得距离 对每个动画帧分别进行拍照和缩放。 Three JS Keep Label Size On Zoom
我试图修改答案中给出的jsfiddle,以将比例应用于网格而不是精灵,但这对我不起作用。结果如下https://jsfiddle.net/a2ogz9vx/258/
var camera, scene, renderer, controls;
var planets = [];
var timestamp = 0;
var scaleVector = new THREE.Vector3();
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 100, 100);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var createPlanet = function(name, radius, orbit, speed) {
var geom = new THREE.SphereGeometry(radius, 32, 16);
var mat = new THREE.MeshBasicMaterial({
color: Math.random() * 0xFFFFFF,
});
var planet = new THREE.Mesh(geom, mat);
planet.userData.orbit = orbit;
planet.userData.speed = speed;
var canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
var tex = new THREE.Texture(canvas);
tex.needsUpdate = true;
var spriteMat = new THREE.SpriteMaterial({
map: tex
});
var sprite = new THREE.Sprite(spriteMat);
planet.add(sprite);
planets.push(planet);
scene.add(planet);
};
createPlanet("One", 11, -10, 5);
createPlanet("Two", 11, 5, 5);
createPlanet("Three", 11, 10, 5);
}
function animate() {
requestAnimationFrame(animate);
planets.forEach(function(planet) {
var scaleFactor = 100;
var scale = scaleVector.subVectors(planet.position, camera.position).length() / scaleFactor;
planet.scale.set(scale, scale, scale);
var orbit = planet.userData.orbit;
var speed = planet.userData.speed;
planet.position.x = speed * orbit;
planet.position.z = speed * orbit;
});
render();
}
function render() {
renderer.render(scene, camera);
}
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
var camera, scene, renderer, controls;
var planets = [];
var timestamp = 0;
var scaleVector = new THREE.Vector3();
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 100, 100);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var createPlanet = function(name, radius, orbit, speed) {
var geom = new THREE.SphereGeometry(radius, 32, 16);
var mat = new THREE.MeshBasicMaterial({
color: Math.random() * 0xFFFFFF,
});
var planet = new THREE.Mesh(geom, mat);
planet.userData.orbit = orbit;
planet.userData.speed = speed;
var canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
var tex = new THREE.Texture(canvas);
tex.needsUpdate = true;
var spriteMat = new THREE.SpriteMaterial({
map: tex
});
var sprite = new THREE.Sprite(spriteMat);
planet.add(sprite);
planets.push(planet);
scene.add(planet);
};
createPlanet("One", 11, -10, 5);
createPlanet("Two", 11, 0, 5);
createPlanet("Three", 11, 10, 5);
}
function animate() {
requestAnimationFrame(animate);
planets.forEach(function(planet) {
const dist = planet.position.distanceTo(camera.position);
const vFOV = THREE.Math.degToRad(camera.fov);
const size = 2 * Math.tan(vFOV / 2) * dist;
const scaleFactor = 130;
const scale = size / scaleFactor;
planet.scale.set(scale, scale, scale);
var orbit = planet.userData.orbit;
var speed = planet.userData.speed;
planet.position.x = speed * orbit;
planet.position.z = speed * orbit;
});
render();
}
function render() {
renderer.render(scene, camera);
}
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
欢迎提出任何有关修复代码或其他方法的建议!