Three.js视锥体裁剪疑问:修改参数后球体顶部为何被截断?
Three.js视锥体裁剪问题:球体顶部被截断的原因
问题背景
我正在通过修改Three.js场景图示例学习视锥体(frustum)。初始设置:
- 原点处有一个
radius = 1的球体,缩放5倍后实际半径为5 - 相机位于
(0, 50, 0),朝向原点,UP方向为(0,0,1) - 视锥体参数:
fov = 40、aspect = 2、near = 0.1、far = 1000
修改参数后:near从0.1改为48,far从1000改为52。原本预期球体完全包含在视锥体内,但球体的顶部被截断,这是为什么?
初始代码
JavaScript
function main() { const canvas = document.querySelector('#c'); const renderer = new THREE.WebGLRenderer({canvas}); const fov = 40; const aspect = 2; // the canvas default const near = 0.1; const far = 1000; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); camera.position.set(0, 50, 0); camera.up.set(0, 0, 1); camera.lookAt(0, 0, 0); const scene = new THREE.Scene(); { const color = 0xFFFFFF; const intensity = 3; const light = new THREE.PointLight(color, intensity); scene.add(light); } // an array of objects who's rotation to update const objects = []; const radius = 1; const widthSegments = 6; const heightSegments = 6; const sphereGeometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments); const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00}); const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial); sunMesh.scale.set(5, 5, 5); scene.add(sunMesh); objects.push(sunMesh); function resizeRendererToDisplaySize(renderer) { const canvas = renderer.domElement; const width = canvas.clientWidth; const height = canvas.clientHeight; const needResize = canvas.width !== width || canvas.height !== height; if (needResize) { renderer.setSize(width, height, false); } return needResize; } function render(time) { time *= 0.001; if (resizeRendererToDisplaySize(renderer)) { const canvas = renderer.domElement; camera.aspect = canvas.clientWidth / canvas.clientHeight; camera.updateProjectionMatrix(); } objects.forEach((obj) => { obj.rotation.y = time; }); renderer.render(scene, camera); requestAnimationFrame(render); } requestAnimationFrame(render); } main();
CSS
html, body { height: 100%; margin: 0; } #c { width: 100%; height: 100%; display: block; }
HTML
<canvas id="c"></canvas> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.144.0/three.min.js"></script>
修改后的代码
JavaScript
function main() { const canvas = document.querySelector('#c'); const renderer = new THREE.WebGLRenderer({canvas}); const fov = 40; const aspect = 2; // the canvas default const near = 48; const far = 52; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); camera.position.set(0, 50, 0); camera.up.set(0, 0, 1); camera.lookAt(0, 0, 0); const scene = new THREE.Scene(); { const color = 0xFFFFFF; const intensity = 3; const light = new THREE.PointLight(color, intensity); scene.add(light); } // an array of objects who's rotation to update const objects = []; const radius = 1; const widthSegments = 6; const heightSegments = 6; const sphereGeometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments); const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00}); const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial); sunMesh.scale.set(5, 5, 5); scene.add(sunMesh); objects.push(sunMesh); function resizeRendererToDisplaySize(renderer) { const canvas = renderer.domElement; const width = canvas.clientWidth; const height = canvas.clientHeight; const needResize = canvas.width !== width || canvas.height !== height; if (needResize) { renderer.setSize(width, height, false); } return needResize; } function render(time) { time *= 0.001; if (resizeRendererToDisplaySize(renderer)) { const canvas = renderer.domElement; camera.aspect = canvas.clientWidth / canvas.clientHeight; camera.updateProjectionMatrix(); } objects.forEach((obj) => { obj.rotation.y = time; }); renderer.render(scene, camera); requestAnimationFrame(render); } requestAnimationFrame(render); } main();
CSS
html, body { height: 100%; margin: 0; } #c { width: 100%; height: 100%; display: block; }
HTML
<canvas id="c"></canvas> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.144.0/three.min.js"></script>
效果截图

问题原因
问题出在近裁剪面的位置计算上:
- 相机位于
(0,50,0),朝向原点(-y方向),视线方向是向y值减小的方向延伸。 near = 48表示近裁剪面位于相机沿视线方向前进48单位的位置,换算成世界坐标的y值为50 - 48 = 2。- 球体在原点,缩放5倍后实际半径为5,因此球体顶部的y坐标是
0 + 5 = 5——这个位置在近裁剪面(y=2)的上方,也就是处于相机和近裁剪面之间的区域。
Three.js的视锥体只会渲染近裁剪面(near)和远裁剪面(far)之间的物体,相机到球体顶部的距离为50 - 5 = 45,小于设置的near=48,所以这部分不在视锥体内,被裁剪掉了。
内容的提问来源于stack exchange,提问作者GNUSupporter
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