
- Three.js 教程
- Three.js - 首頁
- Three.js - 簡介
- Three.js - 安裝
- Three.js - Hello Cube 應用
- Three.js - 渲染器和響應性
- Three.js - 響應式設計
- Three.js - 除錯和統計
- Three.js - 相機
- Three.js - 控制元件
- Three.js - 光照與陰影
- Three.js - 幾何體
- Three.js - 材質
- Three.js - 紋理
- Three.js - 繪製線條
- Three.js - 動畫
- Three.js - 建立文字
- Three.js - 載入 3D 模型
- Three.js - 庫和外掛
- Three.js 有用資源
- Three.js - 快速指南
- Three.js - 有用資源
- Three.js - 討論
Three.js - 響應式設計
在調整螢幕大小的時候,您可以觀察到場景沒有響應。使網頁響應式通常指的是頁面在不同尺寸的顯示器上(從桌上型電腦到平板電腦到手機)都能良好顯示。在本章中,您可以瞭解如何解決 Three.js 應用的一些基本問題。
在瀏覽器大小改變時自動調整輸出大小
當您調整瀏覽器大小時,我們需要通知 Three.js `
window.addEventListener('resize', () => { // update display width and height width = window.innerWidth height = window.innerHeight // update camera aspect camera.aspect = width / height camera.updateProjectionMatrix() // update renderer renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) renderer.render(scene, camera) })
示例
以上程式碼使您的 Three.js 專案具有響應性。
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 // sizes let width = window.innerWidth let height = window.innerHeight const gui = new dat.GUI() // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // camera 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) // responsiveness 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 const renderer = new THREE.WebGL1Renderer() renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // animation function animate() { requestAnimationFrame(animate) cube.rotation.x += 0.005 cube.rotation.y += 0.01 renderer.render(scene, camera) } // rendering the scene const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>
輸出
當您執行程式碼時,它將產生以下輸出 -
現在,調整瀏覽器大小。由於響應式設計,物件將始終重新定位到瀏覽器的中心。
抗鋸齒
鋸齒效應是指在邊緣和物件上出現鋸齒狀邊緣或“鋸齒”(也稱為階梯線)(使用畫素渲染)。

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 // sizes let width = window.innerWidth let height = window.innerHeight const gui = new dat.GUI() // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // camera 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) // responsiveness 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)) // animation function animate() { requestAnimationFrame(animate) cube.rotation.x += 0.005 cube.rotation.y += 0.01 renderer.render(scene, camera) } // rendering the scene const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>
輸出
在我們的 Hello Cube 應用中,鋸齒效果如下所示。

我們可以透過將 WebGLRenderer 的 antialias 屬性設定為 true 來開啟抗鋸齒。預設情況下,它是 false。在這裡,我們將 antialias 引數設定為 true -
const renderer = new WebGLRenderer({ antialias: true }) renderer.physicallyCorrectLights = true
抗鋸齒後,它看起來很平滑,沒有像下面的那個一樣的鋸齒。

physicallyCorrectLights 屬性告訴 Three.js 是否使用物理正確的照明模式。預設為 false。將其設定為 true 有助於增加物件的細節。
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