threeJS-Helper09-HemisphereLightHelper(半球光助手)

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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HemisphereLightHelper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-Helper09-HemisphereLightHelper(半球光助手)</title>
    <style>
        body {
            margin: 0;
        }
        canvas {
            width: 100%;
            height: 100%
        }
    </style>
</head>

<body>
    <script src="../../../build/three.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; //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
            
            // HemisphereLight( skyColor, groundColor, intensity )
            light = new THREE.HemisphereLight(0xFFFFFF, 5);
            light.position.set(20, 20, 50);
            
            // HemisphereLightHelper( light:可视化的光, size:用于可视化光的网格的大小, color:(可选)如果这不是设置,则帮助器将采用光的颜色 )
            var helper02 = new THREE.HemisphereLightHelper(light, 5);
            scene.add(helper02);

            // 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();
            renderer.setSize(window.innerWidth, window.innerHeight);
            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.MeshBasicMaterial({
                color: 0xcfffff,
                wireframe: false
            }); //wireframe默认为false

            cube = new THREE.Mesh(geometry, material);
            scene.add(cube);
        }

        function animate() {
            requestAnimationFrame(animate);
            controls.update();
            cube.rotation.y += 0.01;
            renderer.render(scene, camera);
        };
    </script>
</body>

</html>

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转载自blog.csdn.net/weixin_39452320/article/details/84722725