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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Object3D] &rarr;
<h1>立方相机([name])</h1>
<p class="desc">创建6个渲染到[page:WebGLCubeRenderTarget]的摄像机。</p>
<h2>代码示例</h2>
<code>
// 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 );
</code>
<h2>例子</h2>
<p>
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
</p>
<h2>构造器</h2>
<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
<p>
near -- 近剪切面的距离<br />
far -- 远剪切面的距离<br />
renderTarget -- The destination cube render target.
</p>
<p>
构造一个包含6个[page:PerspectiveCamera 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[page:WebGLCubeRenderTarget]上。
</p>
<h2>属性</h2>
<p>共有属性请参见其基类[page:Object3D]。</p>
<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
<p>
The destination cube render target.
</p>
<h2>方法</h2>
<p>共有方法请参见其基类[page:Object3D]。</p>
<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
<p>
renderer -- 当前的WebGL渲染器<br />
scene -- 当前的场景
</p>
<p>
这个方法用来更新[page:CubeCamera.renderTarget renderTarget](渲染目标对象)。
</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>