<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Three框架</title>
<script src="../static/three.js-master/build/three.js"></script>
<style type="text/css">
div#canvas-frame {
border: none;
cursor: pointer;
width: 100%;
height: 600px;
background-color: #EEEEEE;
}

</style>
<script>
var renderer; // 渲染器
function initThree() {
width = window.innerWidth; // 宽度
height = window.innerHeight; // 长度
renderer = new THREE.WebGLRenderer({
antialias : true // 设置反锯齿
});
renderer.setSize(width, height);
document.getElementById('canvas-frame').appendChild(renderer.domElement);
renderer.setClearColor(0xFFFFFF, 1.0);
}

var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000); // 透视投影摄像机
// camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 10, 1000 ); // 正投影摄像机
camera.position.x = 0; // 设置相机的坐标
camera.position.y = 0;
camera.position.z = 600;
camera.up.x = 0;
camera.up.y = 1; // 设置相机的上为y轴方向
camera.up.z = 0;
camera.lookAt(0, 0, 0); // 相机lookAt的点一定显示在屏幕的正中央:利用这点,我们可以实现物体移动时,我们可以一直跟踪物体,让物体永远在屏幕的中央

}

var scene; // 创建场景
function initScene() {
scene = new THREE.Scene();
}

var light; // 创建光源
function initLight() {
light = new THREE.AmbientLight(0xFF0000); // 环境光源
light.position.set(100, 100, 200);
scene.add(light);

light = new THREE.PointLight(0x00FF00); // 点光源
light.position.set(0, 0,300);
scene.add(light);
}

var cube;
function initObject() {
var geometry = new THREE.CylinderGeometry( 70,100,200); // 创建几何体 宽度 长度 深度
var material = new THREE.MeshLambertMaterial( { color:0xFFFFFF} ); // 创建外表和设置颜色
var mesh = new THREE.Mesh( geometry,material); // Mesh是一个类,用来生成物体
mesh.position = new THREE.Vector3(0,0,0);
scene.add(mesh); // 加到场景
}

function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
animation();

}
function animation()
{
changeFov();
renderer.render(scene, camera);
requestAnimationFrame(animation); // 循环调用
}

function setCameraFov(fov)
{
camera.fov = fov;
camera.updateProjectionMatrix();
}

function changeFov()
{
var txtFov = document.getElementById("txtFov").value;
var val = parseFloat(txtFov);
setCameraFov(val);
}
</script>
</head>

<body onload="threeStart();">
<div id="canvas-frame"></div>
<div>
Fov:<input type="text" value="45" id="txtFov"/>(0到180的值)
</div>
</body>
</html>

附带three.js代码,​​点击下载​

上面代码是透视投影摄像机的效果,如下图所示:

three.js之正投影摄像机与透视投影摄像机的区别_html

正投影摄像机

camera = new

它基本上各个方向大小都相同,没有透视的效果。如下图所示:

three.js之正投影摄像机与透视投影摄像机的区别_html_02