做個(gè)最簡單的mini map腮敌,這就是游戲中常用的小地圖膜钓,
研究了一圈桃煎,原來發(fā)現(xiàn)居然還有幾個(gè)小坑零蓉,這里分享一下笤受,希望對碰到這個(gè)問題的朋友有幫助
最初在試用的時(shí)候一切正常
我們先引入three js和相關(guān)lib,然后創(chuàng)建一個(gè)dom
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
然后是js代碼
// MAIN
//全局變量
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 相機(jī)
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 相機(jī)
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顯示stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// 燈光
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);
// 創(chuàng)建6面顏色
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 );
// 創(chuàng)建幾個(gè)場景上的物體
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 這個(gè)讓它動(dòng)起來壁公,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 );
}
整個(gè)顯示看起來非常不錯(cuò)感论,動(dòng)畫可以實(shí)時(shí)反應(yīng)到小地圖上
然后試著移植到項(xiàng)目中,怎么都無法顯示紊册,要么顯示地圖比肄,要么顯示主體,就是不正常顯示
找了半天發(fā)現(xiàn)項(xiàng)目中這句
scene.background = new THREE.Color( 0xbfd1e5 );
這個(gè)是讓背景不至于全黑囊陡,結(jié)果卻發(fā)現(xiàn)造成小地圖被覆蓋了
注釋掉這句芳绩,然后小地圖就可以正常顯示了
然后發(fā)現(xiàn)一個(gè)奇怪的問題
shader的粒子在小地圖上顯示得特別的大
中間嘗試換了一下相機(jī)類型,改成PerspectiveCamera撞反,結(jié)果發(fā)現(xiàn)居然會(huì)被地圖物體遮擋
這個(gè)最終的解決方法是給OrthographicCamera的position改變一下y的高度妥色,變成
mapCamera.position.y = 100
就可以避免這個(gè)問題,這個(gè)值的大小并不會(huì)改變小地圖中顯示的內(nèi)容遏片,
要修改小地圖中顯示內(nèi)容的多少嘹害,要去改 OrthographicCamera 的 Left撮竿, Right, Top笔呀, Bottom四個(gè)參數(shù)
目前雖然做了不少優(yōu)化
可最終的結(jié)果draw calls并不理想幢踏,幾乎多了一倍,同時(shí)也渲染了陰影等內(nèi)容许师,按照unity的推薦房蝉,mini map最好還是做成2D的
不知道有沒有對這塊了解的朋友,一起探討下如何優(yōu)化微渠?
謝謝~~