Screen position out of view frustum (screen pos 0.000000, 0.000000, 259909.906250) (Camera rect 0 0

本文讨论了如何在游戏开发中识别和处理Scene视图,特别关注在设计过程中从二维(2D)场景切换到三维(3D)视图的技巧和步骤。

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看看是不是scene视图是2d场景,切回3d

在three.js中,大场景模型下显存占用太高的问题,可以通过以下几种方法来解决: 1. 优化模型 可以通过优化模型来减小模型的大小,从而减小显存的占用。具体的优化方法包括:合并几何体、删除不必要的网格、压缩纹理等等。下面是一个示例代码: ``` // 合并几何体 var geometry = new THREE.Geometry(); scene.traverse(function(child) { if (child instanceof THREE.Mesh) { child.updateMatrix(); geometry.merge(child.geometry, child.matrix); } }); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); // 删除不必要的网格 var mesh = new THREE.Mesh(geometry, material); mesh.castShadow = true; mesh.receiveShadow = true; mesh.frustumCulled = false; scene.add(mesh); scene.traverse(function(child) { if (child instanceof THREE.Mesh) { if (child !== mesh) { scene.remove(child); } } }); // 压缩纹理 var texture = new THREE.TextureLoader().load('texture.jpg'); texture.minFilter = THREE.LinearMipMapLinearFilter; texture.anisotropy = renderer.getMaxAnisotropy(); ``` 2. 分段加载模型 可以将大场景模型分成多个小模型,然后在需要的时候动态加载。具体的方法包括:使用LOD(层次细节对象)、使用Octree(八叉树)、使用Frustum Culling(锥体剔除)等等。下面是一个示例代码: ``` // 使用LOD var lod = new THREE.LOD(); lod.addLevel(mesh1, 100); lod.addLevel(mesh2, 200); lod.addLevel(mesh3, 300); scene.add(lod); // 使用Octree var octree = new THREE.Octree(); scene.traverse(function(child) { if (child instanceof THREE.Mesh) { octree.add(child); } }); var objects = octree.search(camera.position, 1000); // 使用Frustum Culling var frustum = new THREE.Frustum(); frustum.setFromMatrix(new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse)); scene.traverse(function(child) { if (child instanceof THREE.Mesh) { if (frustum.intersectsObject(child)) { child.visible = true; } else { child.visible = false; } } }); ``` 3. 减小渲染范围 可以通过减小渲染范围来减小显存的占用。具体的方法包括:使用裁剪平面、使用遮挡剔除等等。下面是一个示例代码: ``` // 使用裁剪平面 var plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), -10); var clipPlane = new THREE.ClipPlane(plane, camera); renderer.clippingPlanes = [clipPlane]; renderer.localClippingEnabled = true; // 使用遮挡剔除 var occluder = new THREE.Mesh(geometry, material); occluder.position.set(0, 0, 0); occluder.scale.set(10, 10, 10); occluder.castShadow = false; occluder.receiveShadow = false; occluder.material.color.setHex(0x000000); occluder.material.opacity = 0.5; occluder.renderOrder = 0; scene.add(occluder); var occluderScene = new THREE.Scene(); occluderScene.add(camera); occluderScene.add(occluder); var renderer2 = new THREE.WebGLRenderer(); renderer2.setSize(width, height); renderer2.autoClear = false; renderer2.domElement.style.position = 'absolute'; renderer2.domElement.style.top = '0px'; renderer2.domElement.style.left = '0px'; document.body.appendChild(renderer2.domElement); renderer2.render(occluderScene, camera); renderer2.domElement.style.display = 'none'; renderer.setOpaqueSort(false); renderer.domElement.addEventListener('mousedown', function(event) { var x = event.clientX; var y = event.clientY; var rect = event.target.getBoundingClientRect(); x = ((x - rect.left) / rect.width) * 2 - 1; y = -((y - rect.top) / rect.height) * 2 + 1; var mouseVector = new THREE.Vector3(x, y, 0.5); mouseVector.unproject(camera); var raycaster = new THREE.Raycaster(camera.position, mouseVector.sub(camera.position).normalize()); var intersects = raycaster.intersectObjects(scene.children, true); if (intersects.length > 0) { var object = intersects[0].object; renderer2.render(occluderScene, camera); var isOccluded = renderer2.domElement.getContext('webgl').isPointInPath(x, y); if (!isOccluded) { // do something } } }); ```
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