three.js 源码注释(三十)Cameras/PerspectiveCamera.js
来源:程序员人生 发布时间:2014-12-13 08:45:56 阅读次数:5411次
商域无疆 (http://blog.csdn.net/omni360/)
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转载请保存此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联装备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章谢绝转载或再转载,谢谢合作。
俺也是刚开始学,好多地儿肯定不对还请见谅.
以下代码是THREE.JS 源码文件中Cameras/PerspectiveCamera.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/**
* @author mrdoob / http://mrdoob.com/
* @author greggman / http://games.greggman.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
*/
/*
///PerspectiveCamera方法根据 fov, aspect, near, far 生成透视投影相机.PerspectiveCamera对象的功能函数采取
/// 定义构造的函数原型对象来实现.
*/
///<summary>PerspectiveCamera</summary>
///<param name ="fov" type="Number">指明相机的可视角度,可选参数,如果未指定,初始化为50</param>
///<param name ="aspect" type="Number">指明相机可视范围的长宽比,可选参数,如果未指定,初始化为1</param>
///<param name ="near" type="Number">指明相对深度剪切面的近的距离,必须为正数,可选参数,如果未指定,初始化为0.1</param>
///<param name ="far" type="Number">指明相对深度剪切面的远的距离,必须为正数,可选参数,如果未指定,初始化为2000</param>
///<returns type="Matrix4">返回PerspectiveCamera,透视投影相机.</returns>
THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
THREE.Camera.call( this ); //调用Camera对象的call方法,将本来属于Camera的方法交给当前对象PerspectiveCamera来使用.
this.fov = fov !== undefined ? fov : 50; //指明相机的可视角度,可选参数,如果未指定,初始化为50
this.aspect = aspect !== undefined ? aspect : 1; //指明相机可视范围的长宽比,可选参数,如果未指定,初始化为1
this.near = near !== undefined ? near : 0.1; //指明相对深度剪切面的近的距离,必须为正数,可选参数,如果未指定,初始化为0.1
this.far = far !== undefined ? far : 2000; //指明相对深度剪切面的近的距离,必须为正数,可选参数,如果未指定,初始化为2000
this.updateProjectionMatrix(); //调用updateProjectionMatrix方法,更新相机的投影矩阵.
};
/**************************************************************************************
****下面是PerspectiveCamera对象提供的功能函数定义,1部份通过prototype继承自Camera方法
***************************************************************************************/
THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
/*
///setLens方法根据 焦距 focalLength, 画幅大小 frameHeight 更新透视投影相机的视野.
*/
///<summary>setLens</summary>
///<param name ="focalLength" type="Number">焦距</param>
///<param name ="frameHeight" type="Number">画幅大小</param>
///<returns type="Matrix4">返回更新视野的透视投影相机.</returns>
/**
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* 使用焦距(单位毫米)设置相机时,如果画幅大小没有指定,默许使用FOV(视野)35mm(全画幅)相机,
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
if ( frameHeight === undefined ) frameHeight = 24; //如果画幅大小没有指定,初始化为24,全画幅相机
this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) ); //更新透视投影相机的视野
this.updateProjectionMatrix(); //更新投影矩阵
}
/*
///setViewOffset方法为1个大的平截头体设置视口偏移,这个方法在多显示器,多台机器,显示器矩阵上利用非常有效
*/
///<summary>setViewOffset</summary>
///<param name ="fullWidth" type="Number">1个超大的摄像机场景的总宽度</param>
///<param name ="fullHeight" type="Number">1个超大的摄像机场景的总高度</param>
///<param name ="x" type="Number">当前摄像机左上角点的x坐标在网格内的起始点</param>
///<param name ="y" type="Number">当前摄像机左上角点的y坐标在网格内的起始点</param>
///<param name ="width" type="Number">当前摄像机的宽度</param>
///<param name ="height" type="Number">当前摄像机的高度</param>
///<returns type="Matrix4">返回更新透视投影矩阵的透视投影相机.</returns>
/**
* Sets an offset in a larger frustum. This is useful for multi-window or
* multi-monitor/multi-machine setups.
* 为1个大的平截头体设置视口偏移,这个方法在多显示器,多台机器,显示器矩阵上利用非常有效.
*
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
* the monitors are in grid like this
* 比如,你有3x2 个显示器,每一个显示器的分辨率是1920x1080,组成的显示器矩阵向下面的网格
*
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*
* then for each monitor you would call it like this
* 然后,你可以向下面这样为每台显示器调用setOffset()方法,让每一个显示器显示画布的1部份.
*
* var w = 1920;
* var h = 1080;
* var fullWidth = w * 3;
* var fullHeight = h * 2;
*
* --A--
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* --B--
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* --C--
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* --D--
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* --E--
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* --F--
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
*
* Note there is no reason monitors have to be the same size or in a grid.
* 注意,有可能,这些显示器不是一样的尺寸.所以你可以根据需要设置你想要的各种方式.
*/
THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
this.fullWidth = fullWidth; //1个超大的摄像机场景的总宽度
this.fullHeight = fullHeight; //1个超大的摄像机场景的总高度
this.x = x; //当前摄像机左上角点的x坐标在网格内的起始点
this.y = y; //当前摄像机左上角点的y坐标在网格内的起始点
this.width = width; //当前摄像机的宽度
this.height = height; //当前摄像机的高度
this.updateProjectionMatrix(); //返回更新透视投影矩阵的透视投影相机
};
/*
///updateProjectionMatrix方法返回透视投影相机的可视边界的矩阵.当相机的参数被更改后,必须调用此参数.
*/
///<summary>updateProjectionMatrix</summary>
///<returns type="OrthographicCamera">返回新的OrthographicCamera对象</returns>
THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
if ( this.fullWidth ) {
var aspect = this.fullWidth / this.fullHeight;
var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
var bottom = - top;
var left = aspect * bottom;
var right = aspect * top;
var width = Math.abs( right - left );
var height = Math.abs( top - bottom );
this.projectionMatrix.makeFrustum(
left + this.x * width / this.fullWidth,
left + ( this.x + this.width ) * width / this.fullWidth,
top - ( this.y + this.height ) * height / this.fullHeight,
top - this.y * height / this.fullHeight,
this.near,
this.far
);
} else {
this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
}
};
/*clone方法
///clone方法克隆PerspectiveCamera对象
*/
///<summary>clone</summary>
///<returns type="PerspectiveCamera">返回克隆的PerspectiveCamera对象</returns>
THREE.PerspectiveCamera.prototype.clone = function () {
var camera = new THREE.PerspectiveCamera();
THREE.Camera.prototype.clone.call( this, camera ); //调用THREE.Camera.Clone(camera)方法,克隆透视投影相机对象
camera.fov = this.fov; //将透视投影相机的 fov 属性值复制
camera.aspect = this.aspect; //将透视投影相机的 aspect 属性值复制
camera.near = this.near; //将透视投影相机的 near 属性值复制
camera.far = this.far; //将透视投影相机的 far 属性值复制
return camera; //返回克隆的PerspectiveCamera对象
};
商域无疆 (http://blog.csdn.net/omni360/)
本文遵守“署名-非商业用处-保持1致”创作公用协议
转载请保存此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联装备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章谢绝转载或再转载,谢谢合作。
以下代码是THREE.JS 源码文件中Cameras/PerspectiveCamera.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
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