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93 lines
2.3 KiB
93 lines
2.3 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] →
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<h1>摄像机([name])</h1>
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<p class="desc">
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摄像机的抽象基类。在构建新摄像机时,应始终继承此类。
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</p>
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<h2>构造函数</h2>
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<h3>[name]()</h3>
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<p>
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创建一个新的[name](摄像机)。注意:这个类并不是被直接调用的;你所想要的或许是一个 [page:PerspectiveCamera](透视摄像机)或者 [page:OrthographicCamera](正交摄像机)。
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</p>
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<h2>属性</h2>
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<p>共有属性请参见其基类[page:Object3D]</p>
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<h3>[property:Boolean isCamera]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Layers layers]</h3>
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<p>
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摄像机是一个[page:Layers layers]的成员. 这是一个从[page:Object3D]继承而来的属性。<br /><br />
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当摄像机的视点被渲染的时候,物体必须和当前被看到的摄像机共享至少一个层。
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</p>
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<h3>[property:Matrix4 matrixWorldInverse]</h3>
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<p>
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这是matrixWorld矩阵的逆矩阵。 MatrixWorld包含了相机的世界变换矩阵。
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</p>
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<h3>[property:Matrix4 projectionMatrix]</h3>
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<p>这是投影变换矩阵。</p>
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<h3>[property:Matrix4 projectionMatrixInverse]</h3>
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<p>这是投影变换矩阵的逆矩阵。</p>
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<h2>方法</h2>
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<p>共有方法请参见其基类[page:Object3D]。</p>
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<h3>[method:Camera clone]( )</h3>
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<p>
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返回一个具有和当前相机的属性一样的新的相机。
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</p>
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<h3>[method:this copy]( [param:Camera source], [param:Boolean recursive] )</h3>
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<p>
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将源摄像机的属性复制到新摄像机中。
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</p>
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<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
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<p>
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[page:Vector3 target] — 调用该函数的结果将复制给该Vector3对象。<br /><br />
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返回一个能够表示当前摄像机所正视的世界空间方向的[page:Vector3]对象。
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(注意:摄像机俯视时,其Z轴坐标为负。)<br /><br />
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</p>
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<h2>源代码</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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