做个最简单的mini map,这就是游戏中常用的小地图,
研究了一圈,原来发现居然还有几个小坑,这里分享一下,希望对碰到这个问题的朋友有帮助
最初在试用的时候一切正常
我们先引入three js和相关lib,然后创建一个dom
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
然后是js代码
// MAIN
//全局变量
var container, scene, renderer, controls, stats;
var clock = new THREE.Clock();
var MovingCube;
var perspectiveCamera;
var mapCamera, mapWidth = 240, mapHeight = 160; // w/h should match div dimensions
var shape2
init();
animate();
// FUNCTIONS
function init() {
scene = new THREE.Scene();
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
// orthographic 相机
mapCamera = new THREE.OrthographicCamera(
window.innerWidth / -2, // Left
window.innerWidth / 2, // Right
window.innerHeight / 2, // Top
window.innerHeight / -2, // Bottom
-5000, // Near
10000 ); // Far
mapCamera.up = new THREE.Vector3(0,0,-1);
mapCamera.lookAt( new THREE.Vector3(0,-1,0) );
scene.add(mapCamera);
// perspective 相机
perspectiveCamera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
perspectiveCamera.position.set(0,200,550);
perspectiveCamera.lookAt(scene.position);
scene.add(perspectiveCamera);
renderer = new THREE.WebGLRenderer( {antialias:true} );
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
controls = new THREE.OrbitControls(perspectiveCamera, renderer.domElement);
controls.enableKeys = false;
controls.enableKeys = false;
// fps显示stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// 灯光
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
var ambientlight = new THREE.AmbientLight(0x111111);
scene.add( ambientlight );
// 地板
var floorMaterial = new THREE.MeshBasicMaterial( { color: 0x999999, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(2000, 2000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// 创建6面颜色
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial( { color: 0xff0000 }));
materialArray.push(new THREE.MeshBasicMaterial( { color: 0xffee00 }));
materialArray.push(new THREE.MeshBasicMaterial( { color: 0xffeeff }));
materialArray.push(new THREE.MeshBasicMaterial( { color: 0x00eeff }));
materialArray.push(new THREE.MeshBasicMaterial( { color: 0x0000ff }));
materialArray.push(new THREE.MeshBasicMaterial( { color: 0xff00ff }));
var MovingCubeGeom = new THREE.CubeGeometry( 50, 50, 50, 1, 1, 1, materialArray );
MovingCube = new THREE.Mesh( MovingCubeGeom, materialArray );
MovingCube.position.set(0, 25.1, 0);
scene.add( MovingCube );
// 创建几个场景上的物体
var colorMaterial = new THREE.MeshLambertMaterial( { color: 0xff3333 } );
var shape = new THREE.Mesh( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 2, 5 ), colorMaterial );
shape.position.set(-200, 50, -200);
scene.add( shape );
// torus knot
var colorMaterial = new THREE.MeshLambertMaterial( { color: 0x33ff33 } );
var shape = new THREE.Mesh( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 3, 2 ), colorMaterial );
shape.position.set(200, 50, -200);
scene.add( shape );
// torus knot
var colorMaterial = new THREE.MeshLambertMaterial( { color: 0xffff33 } );
var shape = new THREE.Mesh( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 4, 3 ), colorMaterial );
shape.position.set(200, 50, 200);
scene.add( shape );
// torus knot 这个让它动起来,所以放到外面
var colorMaterial = new THREE.MeshLambertMaterial( { color: 0x3333ff } );
shape2 = new THREE.Mesh( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 3, 4 ), colorMaterial );
shape2.position.set(-200, 50, 200);
scene.add( shape2 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000, 1 );
renderer.autoClear = false;
}
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
stats.update();
controls.update();
}
var w = window.innerWidth, h = window.innerHeight;
function render()
{
renderer.clear();
if(shape2){
shape2.rotation.y += 0.01
}
renderer.setViewport( 10, h - mapHeight - 10, mapWidth, mapHeight );
renderer.render( scene, mapCamera );
renderer.setViewport( 0, 0, w, h );
renderer.render( scene, perspectiveCamera );
}
整个显示看起来非常不错,动画可以实时反应到小地图上
然后试着移植到项目中,怎么都无法显示,要么显示地图,要么显示主体,就是不正常显示
找了半天发现项目中这句
scene.background = new THREE.Color( 0xbfd1e5 );
这个是让背景不至于全黑,结果却发现造成小地图被覆盖了
注释掉这句,然后小地图就可以正常显示了
然后发现一个奇怪的问题
shader的粒子在小地图上显示得特别的大
中间尝试换了一下相机类型,改成PerspectiveCamera,结果发现居然会被地图物体遮挡
这个最终的解决方法是给OrthographicCamera的position改变一下y的高度,变成
mapCamera.position.y = 100
就可以避免这个问题,这个值的大小并不会改变小地图中显示的内容,
要修改小地图中显示内容的多少,要去改 OrthographicCamera 的 Left, Right, Top, Bottom四个参数
目前虽然做了不少优化
可最终的结果draw calls并不理想,几乎多了一倍,同时也渲染了阴影等内容,按照unity的推荐,mini map最好还是做成2D的
不知道有没有对这块了解的朋友,一起探讨下如何优化?
谢谢~~