<!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] → <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>