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threejs基本场景
自己开发中经常用到的基本测试场景,包含scene, camera, renderer, light, controls等。运行成功后会显示一个随意颜色的立方体和一个球体以及一个平面。
用到的三个基本库文件。
<script type="text/javascript" src="../js/three.js"></script>
<script type="text/javascript" src="../js/WebGL.js"></script>
<script type="text/javascript" src="../js/controls/OrbitControls.js"></script>
<style type="text/css">
body {
margin: 0;
overflow: hidden
}
</style>
全部代码:
<script type="text/javascript">
if (WEBGL.isWebGLAvailable() === false) {
document.body.appendChild(WEBGL.getWebGLErrorMessage());
}
function init() {
var scene, camera, renderer, light, controls;
var clock = new THREE.Clock();
drawScene();
function drawScene() {
iniScene();
iniLight();
orbitControls();
windowResize();
cubeDr(4, 0, 2, 0);
sphereDr(2, 0, 6, 0);
iniPlane();
render();
}
//场景
function iniScene() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 3000);
renderer = new THREE.WebGLRenderer();
camera.position.set(-10, 10, 30);
camera.lookAt(scene.position);
renderer.setClearColor(0xffffff);
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
scene.add(new THREE.AxesHelper(4));
document.getElementById('webgl-output').appendChild(renderer.domElement);
}
//灯光
function iniLight() {
light = new THREE.AmbientLight(0x333333);
scene.add(light);
light = new THREE.SpotLight(0x888888);
light.position.set(0, 40, 30);
light.castShadow = true;
light.shadow.mapSize.height = 4096;
light.shadow.mapSize.width = 4096;
scene.add(light);
light = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
light.position.set(0, 200, 0);
scene.add(light);
}
//地面 和 辅助网格
function iniPlane() {
var planeGeo = new THREE.PlaneGeometry(40, 40);
var planeMat = new THREE.MeshPhongMaterial({color: 0x999999});
var plane = new THREE.Mesh(planeGeo, planeMat);
plane.receiveShadow = true;
plane.position.y = -0.01;
plane.rotation.x = -0.5 * Math.PI;
scene.add(plane);
var grid = new THREE.GridHelper(40, 20, 0x000000, 0x000000);
grid.material.transparent = true;
grid.material.opacity = 0.3;
scene.add(grid);
}
//立方体
function cubeDr(a, x, y, z) {
var cubeGeo = new THREE.BoxGeometry(a, a, a);
var cubeMat = new THREE.MeshPhongMaterial({
color: 0xfff000 * Math.random()
});
var cube = new THREE.Mesh(cubeGeo, cubeMat);
cube.position.set(x, y, z);
cube.castShadow = true;
scene.add(cube);
return cube;
}
//球体
function sphereDr(r, x, y, z) {
var geometry = new THREE.SphereGeometry(r, 32, 32);
var material = new THREE.MeshPhongMaterial({
color: 0x33ccff,
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(x, y, z);
scene.add(mesh);
return mesh;
}
//相机轨道控制器
function orbitControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
//自转
//controls.autoRotate = true;
controls.autoRotateSpeed = 0.2;
//阻尼 阻尼系数
controls.enableDamping = true;
controls.dampingFactor = 0.4;
//缩放
controls.enableZoom = true;
controls.minDistance = 5;
controls.maxDistance = 1000;
//右键拖拽
//controls.enablePan = false;
}
//改变窗口大小
function windowResize() {
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
}
//渲染动画
function render() {
var delta = clock.getDelta();
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update(delta);
}
}
window.onload = init;
</script>