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 `` 元素應該有多寬。對於相機,我們需要更新 aspect 屬性,它儲存螢幕的縱橫比,對於渲染器,我們需要更改其大小。

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)。

Anti Aliasing

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。

Web Renderer

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。

Without Jaggies

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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