three.js中3D视野的缩放实现

时间:2022-06-07 04:26:50

首先,不再废话了,什么是three.js,是干什么的,知道的就是知道,不知道的就百度吧。

昨儿发现three.js中的3D视野的缩小和放大效果可以用照相机的远近焦来实现。 
three.js中3D视野的缩放实现 
缩小后: 
three.js中3D视野的缩放实现

这里采用的是透视照相机:

//照相机配置
var fov = 40;//拍摄距离
var near = 1;//最小范围
var far = 1000;//最大范围
var camera = new THREE.PerspectiveCamera(fov, window.innerWidth / window.innerHeight, near, far);
在这里可以改变fov的值,并更新这个照相机就可以了。

camera.fov = fov;//fov是变量哦 
camera.updateProjectionMatrix();
renderer.render(scene, camera);

另外:咱们都是习惯用鼠标上下滑轮实现放大缩小效果,so看代码

canvas.addEventListener('mousewheel', mousewheel, false);

//鼠标滑轮
function mousewheel(e) {
e.preventDefault();
//e.stopPropagation();
if (e.wheelDelta) { //判断浏览器IE,谷歌滑轮事件
if (e.wheelDelta > 0) { //当滑轮向上滚动时
fov -= (near < fov ? 1 : 0);
}
if (e.wheelDelta < 0) { //当滑轮向下滚动时
fov += (fov < far ? 1 : 0);
}
} else if (e.detail) { //Firefox滑轮事件
if (e.detail > 0) { //当滑轮向上滚动时
fov -= 1;
}
if (e.detail < 0) { //当滑轮向下滚动时
fov += 1;
}
}
camera.fov = fov;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
//updateinfo();
}
整体代码如下(旋转、放大缩小):
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js 旋转 canvas - geometry - cube</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/>
<style type="text/css">
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>

<script type="text/javascript" src="../build/Three.js"></script>

<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>

<script type="text/javascript">

var container, stats;

var camera, scene, renderer;

var cube, plane;

var targetRotation = 0;
var targetRotationOnMouseDown = 0;

var mouseX = 0;
var mouseXOnMouseDown = 0;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

init();
animate();
var fov = 40;
var near = 1;//最小范围
var far = 1000;//最大范围
function init() {

container = document.createElement( 'div' );
document.body.appendChild( container );

var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = 'Drag to spin the cube';
container.appendChild( info );

camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, near, far );
camera.fov = fov;
camera.position.y = 150;
camera.position.z = 500;
camera.target.position.y = 150;

scene = new THREE.Scene();

// Cube

var materials = [];

for ( var i = 0; i < 6; i ++ ) {

materials.push( [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ] );

}

cube = new THREE.Mesh( new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials ), new THREE.MeshFaceMaterial() );
cube.position.y = 150;
cube.overdraw = true;
scene.addObject( cube );

// Plane

plane = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
plane.rotation.x = - 90 * ( Math.PI / 180 );
plane.overdraw = true;
scene.addObject( plane );

renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );

container.appendChild( renderer.domElement );

stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );

document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
document.addEventListener( 'mousewheel', mousewheel, false );
}

//
function mousewheel(e) {
e.preventDefault();
//e.stopPropagation();
if (e.wheelDelta) { //判断浏览器IE,谷歌滑轮事件
if (e.wheelDelta > 0) { //当滑轮向上滚动时
fov -= (near < fov ? 1 : 0);
}
if (e.wheelDelta < 0) { //当滑轮向下滚动时
fov += (fov < far ? 1 : 0);
}
} else if (e.detail) { //Firefox滑轮事件
if (e.detail > 0) { //当滑轮向上滚动时
fov -= 1;
}
if (e.detail < 0) { //当滑轮向下滚动时
fov += 1;
}
}
camera.fov = fov;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
//updateinfo();
}
function onDocumentMouseDown( event ) {//按下鼠标

event.preventDefault();
//鼠标监听
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );

mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}

function onDocumentMouseMove( event ) {//移动鼠标

mouseX = event.clientX - windowHalfX;

targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
}

function onDocumentMouseUp( event ) {//释放鼠标键

document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}

function onDocumentMouseOut( event ) {//移走鼠标

document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}

function onDocumentTouchStart( event ) {

if ( event.touches.length == 1 ) {

event.preventDefault();

mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDown = targetRotation;

}
}

function onDocumentTouchMove( event ) {

if ( event.touches.length == 1 ) {

event.preventDefault();

mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;

}
}

//

function animate() {

requestAnimationFrame( animate );

render();
stats.update();

}

function render() {

plane.rotation.z = cube.rotation.y += ( targetRotation - cube.rotation.y ) * 0.05;
renderer.render( scene, camera );

}

</script>

</body>
</html>