Three.js - 响应式设计
调整屏幕大小时,您可以观察到场景没有响应。使网页响应通常是指页面在不同尺寸的显示器(从台式机到平板电脑再到手机)上都能很好地显示。在本章中,您可以了解如何解决 Three.js 应用程序的一些基本问题。
当浏览器大小发生变化时自动调整输出大小
当您调整浏览器大小时,我们必须通知 Three.js 以了解 <canvas> 元素的宽度。对于相机,我们需要更新纵横比属性,该属性保存屏幕的纵横比,对于渲染器,我们需要更改其大小。
window.addEventListener('resize', () => { // 更新显示宽度和高度 width = window.innerWidth height = window.innerHeight // 更新相机纵横比 camera.aspect = width / height camera.updateProjectionMatrix() // 更新渲染器 renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) renderer.render(scene, camera) })
示例
上述代码为您的 Three.js 项目提供了响应能力。
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 // 尺寸 let width = window.innerWidth let height = window.innerHeight const gui = new dat.GUI() // 场景 const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // 相机 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) // 响应性 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) }) // 渲染器 const renderer = new THREE.WebGL1Renderer() renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // 动画 function animate() { requestAnimationFrame(animate) cube.rotation.x += 0.005 cube.rotation.y += 0.01 renderer.render(scene, camera) } // 渲染场景 const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>
输出
执行代码时,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在浏览器的中心。
抗锯齿
锯齿效果是指边缘和对象(使用像素渲染)上出现锯齿状边缘或"锯齿"(也称为阶梯状线条)。
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 // 尺寸 let width = window.innerWidth let height = window.innerHeight const gui = new dat.GUI() // 场景 const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // 相机 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) // 响应性 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)) // 动画 function animate() { requestAnimationFrame(animate) cube.rotation.x += 0.005 cube.rotation.y += 0.01 renderer.render(scene, camera) } // 渲染场景 const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>
输出
我们的 Hello cube 应用中的锯齿如下所示。
我们可以通过将 WebGLRenderer 的 antialias 属性设置为 true 来启用抗锯齿。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,没有像下面这样的锯齿。
属性 physicalCorrectLights 告诉 Three.js 是否使用物理上正确的照明模式。默认为 false。将其设置为 true 有助于增加对象的细节。