- Three.js 教程
- Three.js - 首页
- Three.js - 简介
- Three.js - 安装
- Three.js - Hello Cube 应用
- Three.js - 渲染器和响应性
- Three.js - 响应式设计
- Three.js - 调试和统计
- Three.js - 相机
- Three.js - 控件
- Three.js - 光照与阴影
- Three.js - 几何体
- Three.js - 材质
- Three.js - 纹理
- Three.js - 绘制线条
- Three.js - 动画
- Three.js - 创建文本
- Three.js - 加载 3D 模型
- Three.js - 库和插件
- Three.js 有用资源
- Three.js - 快速指南
- Three.js - 有用资源
- Three.js - 讨论
Three.js - 响应式设计
在调整屏幕大小的时候,您可以观察到场景没有响应。使网页响应式通常指的是页面在不同尺寸的显示器上(从台式机到平板电脑到手机)都能良好显示。在本章中,您可以了解如何解决 Three.js 应用的一些基本问题。
在浏览器大小改变时自动调整输出大小
当您调整浏览器大小时,我们需要通知 Three.js `
window.addEventListener('resize', () => {
// update display width and height
width = window.innerWidth
height = window.innerHeight
// update camera aspect
camera.aspect = width / height
camera.updateProjectionMatrix()
// update renderer
renderer.setSize(width, height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.render(scene, camera)
})
示例
以上代码使您的 Three.js 项目具有响应性。
resize-browser.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Three.js – Resizing browser</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu,
Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;
}
html,
body {
height: 100vh;
width: 100vw;
}
#threejs-container {
position: block;
width: 100%;
height: 100%;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script>
</head>
<body>
<div id="threejs-container"></div>
<script type="module">
// Adding responsiveness for Three.js
// sizes
let width = window.innerWidth
let height = window.innerHeight
const gui = new dat.GUI()
// scene
const scene = new THREE.Scene()
scene.background = new THREE.Color(0x262626)
// camera
const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 100)
camera.position.set(0, 0, 10)
// cube
const geometry = new THREE.BoxGeometry(2, 2, 2)
const material = new THREE.MeshBasicMaterial({
color: 0xffffff,
wireframe: true
})
const cube = new THREE.Mesh(geometry, material)
scene.add(cube)
// responsiveness
window.addEventListener('resize', () => {
width = window.innerWidth
height = window.innerHeight
camera.aspect = width / height
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.render(scene, camera)
})
// renderer
const renderer = new THREE.WebGL1Renderer()
renderer.setSize(width, height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
// animation
function animate() {
requestAnimationFrame(animate)
cube.rotation.x += 0.005
cube.rotation.y += 0.01
renderer.render(scene, camera)
}
// rendering the scene
const container = document.querySelector('#threejs-container')
container.append(renderer.domElement)
renderer.render(scene, camera)
animate()
</script>
</body>
</html>
输出
当您执行代码时,它将产生以下输出 -
现在,调整浏览器大小。由于响应式设计,对象将始终重新定位到浏览器的中心。
抗锯齿
锯齿效应是指在边缘和对象上出现锯齿状边缘或“锯齿”(也称为阶梯线)(使用像素渲染)。
示例
antialiasing.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Three.js - Anti-aliasing</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu,
Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;
}
html,
body {
height: 100vh;
width: 100vw;
}
#threejs-container {
position: block;
width: 100%;
height: 100%;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script>
</head>
<body>
<div id="threejs-container"></div>
<script type="module">
// Adding anti-aliasing to Three.js app for removing jaggies
// sizes
let width = window.innerWidth
let height = window.innerHeight
const gui = new dat.GUI()
// scene
const scene = new THREE.Scene()
scene.background = new THREE.Color(0x262626)
// camera
const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 100)
camera.position.set(0, 0, 10)
// cube
const geometry = new THREE.BoxGeometry(2, 2, 2)
const material = new THREE.MeshBasicMaterial({
color: 0xffffff,
wireframe: true
})
const cube = new THREE.Mesh(geometry, material)
scene.add(cube)
// responsiveness
window.addEventListener('resize', () => {
width = window.innerWidth
height = window.innerHeight
camera.aspect = width / height
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.render(scene, camera)
})
// renderer - anti-aliasing
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.physicallyCorrectLights = true
renderer.setSize(width, height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
// animation
function animate() {
requestAnimationFrame(animate)
cube.rotation.x += 0.005
cube.rotation.y += 0.01
renderer.render(scene, camera)
}
// rendering the scene
const container = document.querySelector('#threejs-container')
container.append(renderer.domElement)
renderer.render(scene, camera)
animate()
</script>
</body>
</html>
输出
在我们的 Hello Cube 应用中,锯齿效果如下所示。
我们可以通过将 WebGLRenderer 的 antialias 属性设置为 true 来开启抗锯齿。默认情况下,它是 false。在这里,我们将 antialias 参数设置为 true -
const renderer = new WebGLRenderer({ antialias: true })
renderer.physicallyCorrectLights = true
抗锯齿后,它看起来很平滑,没有像下面的那个一样的锯齿。
physicallyCorrectLights 属性告诉 Three.js 是否使用物理正确的照明模式。默认为 false。将其设置为 true 有助于增加对象的细节。
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