CubeCamera(立方相机)
小于 1 分钟约 232 字
CubeCamera
// Create cube render target
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
// Create cube camera
const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
scene.add( cubeCamera );
// Create car
const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
const car = new THREE.Mesh( carGeometry, chromeMaterial );
scene.add( car );
// Update the render target cube
car.visible = false;
cubeCamera.position.copy( car.position );
cubeCamera.update( renderer, scene );
// Render the scene
car.visible = true;
renderer.render( scene, camera );
构造器
CubeCamera( near : Number, far : Number, renderTarget : WebGLCubeRenderTarget )
- near -- 近剪切面的距离
- far -- 远剪切面的距离
- renderTarget -- The destination cube render target.
构造一个包含6个PerspectiveCameras(透视摄像机)的立方摄像机, 并将其拍摄的场景渲染到一个WebGLCubeRenderTarget上。
属性
共有属性请参见其基类Object3D。
.renderTarget : WebGLCubeRenderTarget
The destination cube render target.
方法
共有方法请参见其基类Object3D。
.update ( renderer : WebGLRenderer, scene : Scene ) : undefined
- renderer -- 当前的WebGL渲染器
- scene -- 当前的场景
这个方法用来更新renderTarget(渲染目标对象)。