webgl_camera
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_camera",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- cameras"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
let aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
let stats;
let camera, scene, renderer, mesh;
let cameraRig, activeCamera, activeHelper;
let cameraPerspective, cameraOrtho;
let cameraPerspectiveHelper, cameraOrthoHelper;
const frustumSize = 600;
init();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, 0.5 * aspect, 1, 1e4);
camera.position.z = 2500;
cameraPerspective = new THREE.PerspectiveCamera(50, 0.5 * aspect, 150, 1e3);
cameraPerspectiveHelper = new THREE.CameraHelper(cameraPerspective);
scene.add(cameraPerspectiveHelper);
cameraOrtho = new THREE.OrthographicCamera(
0.5 * frustumSize * aspect / -2,
0.5 * frustumSize * aspect / 2,
frustumSize / 2,
frustumSize / -2,
150,
1e3
);
cameraOrthoHelper = new THREE.CameraHelper(cameraOrtho);
scene.add(cameraOrthoHelper);
activeCamera = cameraPerspective;
activeHelper = cameraPerspectiveHelper;
cameraOrtho.rotation.y = Math.PI;
cameraPerspective.rotation.y = Math.PI;
cameraRig = new THREE.Group();
cameraRig.add(cameraPerspective);
cameraRig.add(cameraOrtho);
scene.add(cameraRig);
mesh = new THREE.Mesh(
new THREE.SphereGeometry(100, 16, 8),
new THREE.MeshBasicMaterial({ color: 16777215, wireframe: true })
);
scene.add(mesh);
const mesh2 = new THREE.Mesh(
new THREE.SphereGeometry(50, 16, 8),
new THREE.MeshBasicMaterial({ color: 65280, wireframe: true })
);
mesh2.position.y = 150;
mesh.add(mesh2);
const mesh3 = new THREE.Mesh(
new THREE.SphereGeometry(5, 16, 8),
new THREE.MeshBasicMaterial({ color: 255, wireframe: true })
);
mesh3.position.z = 150;
cameraRig.add(mesh3);
const geometry = new THREE.BufferGeometry();
const vertices = [];
for (let i = 0; i < 1e4; i++) {
vertices.push(THREE.MathUtils.randFloatSpread(2e3));
vertices.push(THREE.MathUtils.randFloatSpread(2e3));
vertices.push(THREE.MathUtils.randFloatSpread(2e3));
}
geometry.setAttribute("position", new THREE.Float32BufferAttribute(vertices, 3));
const particles = new THREE.Points(geometry, new THREE.PointsMaterial({ color: 8947848 }));
scene.add(particles);
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
renderer.setAnimationLoop(animate);
renderer.setScissorTest(true);
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene);
const gui = new GUI();
const actions = {
orthographic() {
activeCamera = cameraOrtho;
activeHelper = cameraOrthoHelper;
},
perspective() {
activeCamera = cameraPerspective;
activeHelper = cameraPerspectiveHelper;
}
};
gui.add(actions, "orthographic");
gui.add(actions, "perspective");
}
function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
camera.aspect = 0.5 * aspect;
camera.updateProjectionMatrix();
cameraPerspective.aspect = 0.5 * aspect;
cameraPerspective.updateProjectionMatrix();
cameraOrtho.left = -0.5 * frustumSize * aspect / 2;
cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
cameraOrtho.top = frustumSize / 2;
cameraOrtho.bottom = -600 / 2;
cameraOrtho.updateProjectionMatrix();
}
function animate() {
render();
stats.update();
}
function render() {
const r = Date.now() * 5e-4;
mesh.position.x = 700 * Math.cos(r);
mesh.position.z = 700 * Math.sin(r);
mesh.position.y = 700 * Math.sin(r);
mesh.children[0].position.x = 70 * Math.cos(2 * r);
mesh.children[0].position.z = 70 * Math.sin(r);
if (activeCamera === cameraPerspective) {
cameraPerspective.fov = 35 + 30 * Math.sin(0.5 * r);
cameraPerspective.far = mesh.position.length();
cameraPerspective.updateProjectionMatrix();
cameraPerspectiveHelper.update();
cameraPerspectiveHelper.visible = true;
cameraOrthoHelper.visible = false;
} else {
cameraOrtho.far = mesh.position.length();
cameraOrtho.updateProjectionMatrix();
cameraOrthoHelper.update();
cameraOrthoHelper.visible = true;
cameraPerspectiveHelper.visible = false;
}
cameraRig.lookAt(mesh.position);
activeHelper.visible = false;
renderer.setClearColor(0, 1);
renderer.setScissor(0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT);
renderer.setViewport(0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT);
renderer.render(scene, activeCamera);
activeHelper.visible = true;
renderer.setClearColor(1118481, 1);
renderer.setScissor(SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT);
renderer.setViewport(SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT);
renderer.render(scene, camera);
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;