Three 学习日志(九)—— 阵列立方体和相机适配体验

一、双层for循环创建阵列模型
//创建一个长方体几何对象Geometry
const geometry = new THREE.BoxGeometry(100, 100, 100);
//材质对象Material
const material = new THREE.MeshLambertMaterial({
    color: 0x00ffff, //设置材质颜色
    transparent: true,//开启透明
    opacity: 0.5,//设置透明度
});
for (let i = 0; i < 10; i++) {
    for (let j = 0; j < 10; j++) {
        const mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        // 在XOZ平面上分布
        mesh.position.set(i * 200, 0, j * 200);
        scene.add(mesh); //网格模型添加到场景中  
    }
}

【前端知识】Three 学习日志(九)—— 阵列立方体和相机适配体验-LMLPHP

二、调整相机位置,改变观察范围
const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
//在原来相机位置基础上拉远,可以观察到更大的范围
 camera.position.set(800, 800, 800);
 camera.lookAt(0, 0, 0);

【前端知识】Three 学习日志(九)—— 阵列立方体和相机适配体验-LMLPHP

三、超出视锥体远裁界面的范围的会被剪裁掉,不渲染,可以调整far参数适配
const camera = new THREE.PerspectiveCamera(30, width / height, 1, 8000);
camera.position.set(2000, 2000, 2000);
camera.lookAt(0, 0, 0);

【前端知识】Three 学习日志(九)—— 阵列立方体和相机适配体验-LMLPHP

四、改变相机观测点
// 改变相机观察目标点
camera.lookAt(1000, 0, 1000);
// 设置相机控件轨道控制器OrbitControls
const controls = new OrbitControls(camera, renderer.domElement);
// 相机控件.target属性在OrbitControls.js内部表示相机目标观察点,默认0,0,0
// console.log('controls.target', controls.target);
controls.target.set(1000, 0, 1000);
controls.update();//update()函数内会执行camera.lookAt(controls.targe)

【前端知识】Three 学习日志(九)—— 阵列立方体和相机适配体验-LMLPHP

五、完整代码
<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Learn Three</title>
    <!-- 引入three,下载地址参考:http://www.webgl3d.cn/pages/aac9ab/#%E7%89%B9%E5%AE%9A%E7%89%88%E6%9C%ACthree-js%E6%96%87%E4%BB%B6%E5%8C%85%E4%B8%8B%E8%BD%BD -->
    <script src="../build/three.js"></script>
    <!-- 引入相机控件 -->
    <script type="importmap">
        {
            "imports": {
                "three": "../build/three.module.js",
                "three/addons/": "../examples/jsm/"
            }
        }
    </script>
</head>

<body>
    <script type="module">
        // 引入轨道控制器扩展库OrbitControls.js
        import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
        // 创建3D场景对象Scene
        const scene = new THREE.Scene();
        const axesHelper = new THREE.AxesHelper(150);
        scene.add(axesHelper);

        //创建一个长方体几何对象Geometry
        const geometry = new THREE.BoxGeometry(100, 100, 100);
        //材质对象Material
        const material = new THREE.MeshLambertMaterial({
            color: 0x00ffff, //设置材质颜色
            transparent: true,//开启透明
            opacity: 0.5,//设置透明度
        });
        for (let i = 0; i < 10; i++) {
            for (let j = 0; j < 10; j++) {
                const mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
                // 在XOZ平面上分布
                mesh.position.set(i * 200, 0, j * 200);
                scene.add(mesh); //网格模型添加到场景中  
            }
        }

        // //环境光强度调整为0.8
        const ambient = new THREE.AmbientLight(0xffffff, 0.4);
        scene.add(ambient);

        const width = window.innerWidth; // 窗口宽度
        const height = window.innerHeight; // 窗口高度
        // const camera = new THREE.PerspectiveCamera();
        // camera.position.set(200, 200, 200);
        // camera.lookAt(0, 0, 0);
        // const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
        // //在原来相机位置基础上拉远,可以观察到更大的范围
        // camera.position.set(800, 800, 800);
        // camera.lookAt(0, 0, 0);

        // const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
        const camera = new THREE.PerspectiveCamera(30, width / height, 1, 8000);
        // camera.position.set(292, 223, 185);
        // 超出视锥体远裁界面的范围的会被剪裁掉,不渲染,可以调整far参数适配
        camera.position.set(2000, 2000, 2000);
        camera.lookAt(0, 0, 0);

        // // 改变相机观察目标点
        camera.lookAt(1000, 0, 1000);

        const renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height);
        renderer.render(scene, camera); //执行渲染操作
        document.body.appendChild(renderer.domElement);

        // 设置相机控件轨道控制器OrbitControls
        const controls = new OrbitControls(camera, renderer.domElement);
        // 相机控件.target属性在OrbitControls.js内部表示相机目标观察点,默认0,0,0
        // console.log('controls.target', controls.target);
        controls.target.set(1000, 0, 1000);
        controls.update();//update()函数内会执行camera.lookAt(controls.targe)
    </script>
</body>
<style>
    body {
        overflow: hidden;
        margin: 0px;
    }
</style>
</html>
09-23 19:06