threeJS-Helper12-RectAreaLightHelper(矩形区域光助手)

版权声明:本博客只做技术交流使用 https://blog.csdn.net/weixin_39452320/article/details/84943605

需要电子档书籍或者源码可以Q群:828202939   希望可以和大家一起学习、一起进步!!

如有错别字或有理解不到位的地方,可以留言或者加微信15250969798,博主会及时修改!!!!!

博主的案例并不难,只是为了更好的给想入门threeJS的同学一点点经验!!!!!

本章节学习的内容可以从的官方文档中找到

涉及的知识点博主已经从three源码库里面摘要出来放在对应的注释里面

今天学习Helper里面的RectAreaLightHelper助手!

顺便加入了鼠标控制相机的组件OrbitControls,不懂可以先忽略!

效果图:

代码:

<html>
<head>
    <title>threeJS-Helper12-RectAreaLightHelper(矩形区域光助手)</title>
    <style>
        body {
            background-color: #000;
            margin: 0px;
            overflow: hidden;
        }

        canvas {
            width: 100%;
            height: 100%
        }
    </style>
</head>

<body>
    <script src="../../../build/three.js"></script>
    <script src="../../js/lights/RectAreaLightUniformsLib.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <script>
        var camera, scene, renderer, geometry, material, animate, controls; //常用变量
        var cube, light, helper, rectLight; //自定义对象变量
        var target = new THREE.Vector3(0, 0, 0);
        init();
        animate();

        function init() {
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xcfcfcf);
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 50, 150);
            camera.lookAt(target);
            camera.updateProjectionMatrix(); //相机更新

            var ambient = new THREE.AmbientLight(0xffffff, 0.1);
            scene.add(ambient);

            // RectAreaLight( color:颜色, intensity:强度, width:宽, height:高 )
            rectLight = new THREE.RectAreaLight(0xcfcfcf, 1, 100, 100);
            rectLight.position.set(30, 50, -30);
            scene.add(rectLight);

            //这里设置2个平面,来显示区域光
            var rectLightMesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial({
                //这里可以设置区域光片面材质的属性
            }
            ));
            rectLightMesh.scale.x = rectLight.width;
            rectLightMesh.scale.y = rectLight.height;
            rectLight.add(rectLightMesh);

            var rectLightMeshBack = new THREE.Mesh(new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial({
                color: 0xcfcfff
            }));
            rectLightMeshBack.rotation.y = Math.PI;
            rectLightMesh.add(rectLightMeshBack);

            // PolarGridHelper( radius:标网格的半径, radials:径向线的数量, circles:圆圈数, 
            // divisions:每个圆圈使用的线段数, color1:用于网格元素的第一种颜色, color2:用于网格元素的第一种颜色 )
            var radius = 100;
            var radials = 16;
            var circles = 8;
            var divisions = 64;
            var PolarGridHelper = new THREE.PolarGridHelper(radius, radials, circles, divisions);
            PolarGridHelper.position.set(0, -20, 0)
            scene.add(PolarGridHelper)

            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;
            document.body.appendChild(renderer.domElement);

            //OrbitControls控件操作模块
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.addEventListener('change', function () {
                renderer.render(scene, camera);
            });

            // BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments )
            geometry = new THREE.BoxGeometry(30, 30, 30, 3, 3, 3);
            material = new THREE.MeshStandardMaterial({
                color: 0xcfcfcf,
                wireframe: false,
                castShadow: true,
                receiveShadow: true,
                roughness: 0, //表面放射粗糙度
                metalness: 0 //金属感

            }); //wireframe默认为false

            cube = new THREE.Mesh(geometry, material);
            cube.position.x=20;
            scene.add(cube);

            var matStdObjects = new THREE.MeshStandardMaterial( { color: 0xA0cf00, roughness: 0, metalness: 0.6 } );
			var mshStdBox = new THREE.Mesh( geometry, matStdObjects );
				mshStdBox.position.set(-30, 0, 20 );
				mshStdBox.rotation.set( 0, Math.PI / 2.0, 0 );
				mshStdBox.castShadow = true;
				mshStdBox.receiveShadow = true;
				scene.add( mshStdBox );
        }

        function animate() {
            requestAnimationFrame(animate);
            controls.update();
            var t = (Date.now() / 2000);
            var r = 25.0;
            var lx = r * Math.cos(t);
            rectLight.position.set(lx, rectLight.position.y, rectLight.position.z);
            rectLight.lookAt(target);
            cube.rotation.y += 0.01;
            renderer.render(scene, camera);
        };
    </script>
</body>

</html>

猜你喜欢

转载自blog.csdn.net/weixin_39452320/article/details/84943605