threeJS案例模板

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今天一个朋友需要一个orb的three场景,为了更多对threeJS感兴趣的同学,特此写了一个小小的Demo模板。

本模板的基本功能包括:1.灯光  2.渲染器  3.鼠标控制 4.简单球形(如果是模型,需要添加加载对应模型格式的加载器,加载好模型也可以用本模板) 5.天空盒子  6.自动旋转

效果图:

代码:

<html>

<head>
    <title>threeJS模板</title>
    <style>
        body {
            background-color: #000;
            margin: 0px;
            overflow: hidden;
        }

        #WebGL {
            width: 100%;
            height: 100%;
            position: absolute;
            left: 0;
            top: 0;
            z-index: 999;
        }
    </style>
</head>

<body>
    <script src="http://libs.baidu.com/jquery/2.0.0/jquery.js"></script>
    <script src="three.js"></script>
    <script src="OrbitControls.js"></script>
    <div id="WebGL"></div>
    <script>
        'use strict';
        var container, camera, scene, renderer, geometry, material, controls; //常用变量
        var spotLight, mesh; //自定义对象变量
        var target = new THREE.Vector3(0, 30, 0);
        var webGLW = $('#WebGL').width();
        var webGLH = $('#WebGL').height();
        init();
        animate();

        function init() {
            container = document.getElementById('WebGL');
            rendererScene(); //场景渲染
            sceneBackground();
            camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 10000);
            camera.position.set(0, 50, -200);
            camera.lookAt(target);
            plane()  地面
            lights(); //灯光:聚光灯
            loadModel(); //添加模型
            OrbitControls(camera, renderer); //OrbitControls控件模块,90版本鼠标右键上下是移动,96版本之后右键上下是缩放
            window.addEventListener('resize', onWindowResize, false); //监听屏幕变化
        }

        function sceneBackground() {
            scene = new THREE.Scene();
            // scene.background = new THREE.Color(0xcfcfcf);//可以用图片代替作为背景
            var path = './sky/';
            var format = '.jpg';
            new THREE.CubeTextureLoader().load([
                path + 'px' + format, path + 'nx' + format, //右左
                path + 'py' + format, path + 'ny' + format, //上下
                path + 'pz' + format, path + 'nz' + format //前后
            ], function (res) {
                scene.background = res;
            });
            // // scene.fog = new THREE.Fog(0xa0a0a0, 200, 1000); //雾
        }

        function plane() {
            // 地面
            let grid_mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(200, 200), new THREE.MeshPhongMaterial({
                color: 0x999999,
                // depthWrite: false
            }));
            grid_mesh.rotation.x = -Math.PI / 2;
            grid_mesh.receiveShadow = true;
            scene.add(grid_mesh);
            var grid = new THREE.GridHelper(200, 20, 0x000000, 0x000000);
            grid.material.opacity = 0.2;
            grid.material.transparent = true;
            scene.add(grid);
        }

        function lights() { //光影自己改哦

            var ambient = new THREE.AmbientLight(0xffffff);
            scene.add(ambient);
            //聚光灯
            //  SpotLight( color:颜色, intensity:强度, distance:发光距离, angle:角度, penumbra:边缘范围, decay:衰减 )
            spotLight = new THREE.SpotLight(0xffffff, 1);
            spotLight.position.set(0, 120, 0);
            spotLight.angle = Math.PI / 6;
            spotLight.penumbra = 0.05; //边缘范围,反比
            spotLight.decay = 2; //衰减系数,反比
            spotLight.distance = 400; //发光距离
            spotLight.castShadow = true; //阴影
            spotLight.shadow.mapSize.width = 1024;
            spotLight.shadow.mapSize.height = 1024;
            spotLight.shadow.camera.near = 10; //近截面
            spotLight.shadow.camera.far = 250;
            scene.add(spotLight);
        }

        function lightsHelper(lightsObject) {
            // 聚光灯显示助手SpotLightHelper( light:灯光, color:颜色 )
            var lightHelper = new THREE.SpotLightHelper(lightsObject, 0xdfdfdf);
            scene.add(lightHelper);
            var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(100, 100), new THREE.MeshPhongMaterial({
                color: 0x9cfcf99,
                depthWrite: false
            }));
            mesh.rotation.x = -Math.PI / 2;
            mesh.position.set(0, -20, 0)
            mesh.receiveShadow = true;
            scene.add(mesh);
        }

        function loadModel() { //模型
            mesh = new THREE.Mesh(
                new THREE.SphereBufferGeometry(20, 16, 8),
                new THREE.MeshBasicMaterial({
                    color: 0xffffff,
                    wireframe: true
                })
            );
            mesh.position.set(0, 30, 0)
            scene.add(mesh);
        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function rendererScene() {
            renderer = new THREE.WebGLRenderer({
                antialias: true
            });
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            renderer.gammaInput = true;
            renderer.gammaOutput = true;
            container.appendChild(renderer.domElement);
        }

        function OrbitControls(camera, renderer) {
            //OrbitControls控件操作模块
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.target = target; //控制的target
            controls.autoRotate = true; //是否自动旋转
            controls.autoRotateSpeed = 0.5; //自动旋转速度,正比
        }

        function animate() {
            requestAnimationFrame(animate);
            if (controls) controls.update();
            renderer.render(scene, camera);
        };
    </script>
</body>

</html>

 


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