<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> <script src="js/Three.js"></script> <script src="js/Stats.js"></script> <script src="js/tween.min.js"></script> <style type="text/css"> div#canvas-frame { border: none; cursor: pointer; width: 100%; height: 600px; background-color: #EEEEEE; } </style> <script> var renderer; function initThree(){ width = document.getElementById(‘canvas-frame‘).clientWidth; height = document.getElementById(‘canvas-frame‘).clientHeight; renderer= new THREE.WebGLRenderer({ antialias:true }); renderer.setSize(width,height); document.getElementById(‘canvas-frame‘).appendChild(renderer.domElement); renderer.setClearColor(0xFFFFFF,1.0); } var camera; function initCamera(){ //透视投影相机THREE.PerspectiveCamera camera = new THREE.PerspectiveCamera(45,width/height,1,10000); //正投影相机THREE.OrthographicCamera //camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 10, 1000 ); camera.position.x=0; camera.position.y = 0; camera.position.z = 600; camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.lookAt({ x : 0, y : 0, z : 0 }); } var scene; function initScene(){ scene = new THREE.Scene(); } var light; function initLight(){ light=new THREE.AmbientLight(0xFF0000); light.position.set(100,100,200); scene.add(light); light=new THREE.PointLight(0xFF0000); light.position.set(100,100,200); scene.add(light); } var cube; function initObject(){ var geometry=new THREE.CylinderGeometry(70,100,200); var material = new THREE.MeshLambertMaterial({color:0xFFFFFF}); var mesh = new THREE.Mesh(geometry,material); mesh.position=new THREE.Vector3(0,0,0); scene.add(mesh); } function animation(){ changeFov(); renderer.render(scene, camera); requestAnimationFrame(animation); } function setCameraFov(fov){ camera.fov = fov; //视角fov:这个最难理解,我的理解是,眼睛睁开的角度,即,视角的大小,如果设置为0, // 相当你闭上眼睛了,所以什么也看不到,如果为180,那么可以认为你的视界很广阔, // 但是在180度的时候,往往物体很小,因为他在你的整个可视区域中的比例变小了。 camera.updateProjectionMatrix(); } function changeFov(){ var txtFov = document.getElementById("txtFov").value; var val = parseFloat(txtFov); setCameraFov(val); } function threeStart() { initThree(); initCamera(); initScene(); initLight(); initObject(); animation(); } </script> </head> <body onload="threeStart();"> <div></div> <div id="canvas-frame"></div> <div> Fov:<input type="text" value="45" id="txtFov"/>(0到180的值) <p> 视角fov:这个最难理解,我的理解是,眼睛睁开的角度,即,视角的大小,如果设置为0, <br> 相当你闭上眼睛了,所以什么也看不到,如果为180,那么可以认为你的视界很广阔,<br> 但是在180度的时候,往往物体很小,因为他在你的整个可视区域中的比例变小了。 </p> </div> </body> </html>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<script src="js/Three.js"></script>
<script src="js/Stats.js"></script>
<script src="js/tween.min.js"></script>
<style type="text/css">
div#canvas-frame {
border: none;
cursor: pointer;
width: 100%;
height: 600px;
background-color: #EEEEEE;
}
</style>
<script>
var renderer;
function initThree(){
width = document.getElementById(‘canvas-frame‘).clientWidth;
height = document.getElementById(‘canvas-frame‘).clientHeight;
renderer= new THREE.WebGLRenderer({
antialias:true
});
renderer.setSize(width,height);
document.getElementById(‘canvas-frame‘).appendChild(renderer.domElement);
renderer.setClearColor(0xFFFFFF,1.0);
}
var camera;
function initCamera(){
//透视投影相机THREE.PerspectiveCamera
camera = new THREE.PerspectiveCamera(45,width/height,1,10000);
//正投影相机THREE.OrthographicCamera
//camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 10, 1000 );
camera.position.x=0;
camera.position.y = 0;
camera.position.z = 600;
camera.up.x = 0;
camera.up.y = 1;
camera.up.z = 0;
camera.lookAt({
x : 0,
y : 0,
z : 0
});
}
var scene;
function initScene(){
scene = new THREE.Scene();
}
var light;
function initLight(){
light=new THREE.AmbientLight(0xFF0000);
light.position.set(100,100,200);
scene.add(light);
light=new THREE.PointLight(0xFF0000);
light.position.set(100,100,200);
scene.add(light);
}
var cube;
function initObject(){
var geometry=new THREE.CylinderGeometry(70,100,200);
var material = new THREE.MeshLambertMaterial({color:0xFFFFFF});
var mesh = new THREE.Mesh(geometry,material);
mesh.position=new THREE.Vector3(0,0,0);
scene.add(mesh);
}
function animation(){
changeFov();
renderer.render(scene, camera);
requestAnimationFrame(animation);
}
function setCameraFov(fov){
camera.fov = fov;
//视角fov:这个最难理解,我的理解是,眼睛睁开的角度,即,视角的大小,如果设置为0,
// 相当你闭上眼睛了,所以什么也看不到,如果为180,那么可以认为你的视界很广阔,
// 但是在180度的时候,往往物体很小,因为他在你的整个可视区域中的比例变小了。
camera.updateProjectionMatrix();
}
function changeFov(){
var txtFov = document.getElementById("txtFov").value;
var val = parseFloat(txtFov);
setCameraFov(val);
}
function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
animation();
}
</script>
</head>
<body onload="threeStart();">
<div></div>
<div id="canvas-frame"></div>
<div>
Fov:<input type="text" value="45" id="txtFov"/>(0到180的值)
<p>
视角fov:这个最难理解,我的理解是,眼睛睁开的角度,即,视角的大小,如果设置为0, <br>
相当你闭上眼睛了,所以什么也看不到,如果为180,那么可以认为你的视界很广阔,<br>
但是在180度的时候,往往物体很小,因为他在你的整个可视区域中的比例变小了。
</p>
</div>
</body>
</html>