Three.js 中的参数调试控制插件dat.GUI.JS - [Three.js] - [dat.GUI]

不论是处于特殊功能的需要,还是处于效果调试方便,我们可能都需要修改模型中的参数值。在Three.js中,谷歌提供了一个js库,即dat.GUI.js用于处理这种需求。 通过该库,我们就不需要通过手动修改源码来观察不同参数对模型的效果影响。
demo效果如下:

关键代码
入口文件:

function init() {
    var stats = initStats();
    var renderer = initRenderer();
    var camera = initCamera();
    var scene = new THREE.Scene();
    var clock = new THREE.Clock();

    initDefaultLighting(scene);
    initModel()
    initControls();
    render();
    draw(scene,renderer,camera);

    function initModel() {
        //辅助工具
        var helper = new THREE.AxesHelper(900);
        scene.add(helper);
        // var map = new THREE.TextureLoader().load("./assets/jay.jag");
        //外部盒子
        // var material = new THREE.MeshLambertMaterial({
        //     // map: map
        //     color: 0xffffff,
        // });
        // material.transparent = true;
        // material.opacity = 0.4;

        //--------------------------------地板--------------------------
        var planeGeometry = new THREE.PlaneGeometry(1000, 1000, 50, 50);
        var planeMaterial = new THREE.MeshBasicMaterial({
            color: 0xff0000,
            wireframe: true
        });
        planeMaterial.transparent = true;
        planeMaterial.opacity = 0.2;

        plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 0;
        plane.position.y = -6;
        plane.position.z = 0;


        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;

        scene.add(plane);
        // scene.add(PlaneSegs);
        //--------------------------------地板end-----------------------
    }

    //初始化控制器
    var obtControls; //定义控制器变量
    function initControls() {
        //定义控制器核心           
        obtControls = new THREE.OrbitControls(camera, renderer.domElement);

        // 如果使用animate方法时,将此函数删除
        // controls.addEventListener('change', render);
        //以下都是为了满足各种需求的各种控制器配置参数
        obtControls.enableDampling = true; //使动画循环使用时阻尼或自转 意思是否有惯性
        obtControls.enableZoom = true; //是否允许缩放
        obtControls.enablePan = true; //是否开启鼠标右键拖拽
        obtControls.autoRotate = false; //是否允许自动旋转
        obtControls.dampingFactor = 0.25; //动态阻尼系数:就是鼠标拖拽旋转灵敏度
        obtControls.minDistance = 200; //设置相机距离原点的最近距离;
        obtControls.maxDistance = 1000; //设置相机距离原点的最远距离;

    }
    //控制更新
    function render() {
        stats.update();
        // fpControls.update(clock.getDelta());
        obtControls.update(clock.getDelta());
        requestAnimationFrame(render);
        renderer.render(scene, camera)
    }

}

模型文件

function draw(scene,renderer,camera) {
//方体
var cubeGeometry = new THREE.BoxGeometry(20,20,20);
var cubeMaterial = new THREE.MeshLambertMaterial({
    color:0xffaaaa,
    wireframe:true
});
var cube = new THREE.Mesh(cubeGeometry,cubeMaterial);
cube.position.x = 0;  cube.position.y = 10;  cube.position.z = 80;
cube.castShadow  = true;
cube.onBeforeRender = function(){
    this.rotation.x += 0.02;
    this.rotation.y += 0.02;
    this.rotation.z += 0.02;
}
scene.add(cube)

//球体
var sphereGeometry = new THREE.SphereGeometry(20,40,50);
var sphereMaterial = new THREE.MeshLambertMaterial({
    color:0x777777,
    wireframe: true
});
var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);
sphere.castShadow  = true;
var step = 0;
sphere.onBeforeRender = function(){
step += 0.04;
sphere.position.x = 20 + (10*(Math.cos(step)));
sphere.position.y = 20 + (10*Math.abs(Math.sin(step)));
}

scene.add(sphere)

//添加dat.GUI调试控制
var controls = new function(){//以下关键
    this.rotationSpeed = 0.02;
    this.bouncingSpeed = 0.03;
}
var gui = new dat.GUI();
gui.add(controls,'rotationSpeed',0,0.5);
gui.add(controls,'bouncingSpeed',0,0.5);
renderScene();
function renderScene(){
    cube.rotation.x += controls.rotationSpeed;
    cube.rotation.y += controls.rotationSpeed;
    cube.rotation.z += controls.rotationSpeed;
    step += controls.bouncingSpeed;
    sphere.position.x = 20 +(10*(Math.cos(step)));
    sphere.position.y = 20 +(10*Math.abs(Math.sin(step)));
    requestAnimationFrame(renderScene);
    renderer.render(scene,camera)

}


//地面
var planeGeometry = new THREE.PlaneGeometry(300,300,20,20);
var planeMaterial = new THREE.MeshPhongMaterial({
    color:0x222222,
    side: THREE.Double
});
var plane = new THREE.Mesh(planeGeometry,planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = -5;
plane.position.z = 0
plane.receiveShadow   = true;
scene.add(plane)

//灯光
var spotlight = new THREE.SpotLight(0xffffff);
spotlight.position.set(-40,60,-10);
spotlight.castShadow = true
scene.add(spotlight);


}

该demo完整代码在这里:Link

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转载自www.cnblogs.com/jaycethanks/p/12131109.html