<!DOCTYPE html>
<html lang="en">
<meta charset="UTF-8">
<head>
<title>Example 01.03 - Materials and light</title>
<!-- 本实验是69版本-->
<script type="text/javascript" src="../libs/three.js"></script>
<!-- 显示帧数的辅助库-->
<script type="text/javascript" src="../libs/stats.js"></script>
<!-- 图形控制-->
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!--右上角显示帧数的-->
<div id="Stats-output"></div>
<!-- Div which will hold the Output -->
<div id="WebGL-output"></div>
<script type="text/javascript">
// 请支持正版Three.js开发指南
// 学习代码:https://github.com/josdirksen/learning-threejs
var camera;
var scene;
var renderer;
function init() {
// 用来监视帧数的
var stats = initStats();
// 场景
scene = new THREE.Scene();
// 坐标轴
var axes = new THREE.AxisHelper(20);
// 相机模型:透视相机(视角宽度,近平面宽高比,最近距离,最远距离)
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// 设定相机在三维坐标轴中的位置
camera.position.set(-25,40,30);
camera.lookAt(scene.position);
// webGL渲染器
renderer = new THREE.WebGLRenderer();
// 设置背景颜色
renderer.setClearColor(new THREE.Color(0xF0F0F0));
// 使画布充满窗口
renderer.setSize(window.innerWidth, window.innerHeight);
// 告诉渲染器需要阴影效果
renderer.shadowMapEnabled = true;
// renderer.shadowMap.enabled = true; // 更高版本可能是这样的
// 平面
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// 平面接受阴影,false平面上没有阴影
plane.receiveShadow = true;
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;// 以X轴为旋转轴,旋转-90度
plane.position.set(10,0,0);
// 创建一个方盒子模型
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); //长,宽,高
// var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000, wireframe: true});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// 长方体投射阴影
cube.castShadow = true;
cube.position.set(-4,3,0);
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20); // 半径,水平分割数量,垂直分割数量
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(20,4,2);
sphere.castShadow = true;
// 点光源
var spotLight = new THREE.SpotLight(0xffffff);// 顺便填入光源颜色
spotLight.position.set(-30, 60, -10);
spotLight.castShadow = true;
scene.add(axes,plane,cube,sphere,spotLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
var controls = new function () {
this.rotationSpeed = 0.02; // 初始化旋转速度
this.bouncingSpeed = 0.03; // 初始化跳动速度
};
var gui = new dat.GUI();
// 添加后可以通过图形控制界面控制动画速度
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'bouncingSpeed', 0, 0.5);
var step = 0;
function renderScene() {
stats.update(); //每次渲染更新帧数监视器
// rotate the cube around its axes
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// bounce the sphere up and down
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
//在动画没有结束前,递归渲染
requestAnimationFrame(renderScene); // requestAnimationFrame为浏览器带的api,处理动画
renderer.render(scene, camera);
}
//第一帧渲染
renderScene();
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
function onResize() {
// aspect表示屏幕长宽比
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 浏览器变化时画布自适应
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
建立一个Three.js实验场景stats+GUI
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转载自blog.csdn.net/zouhaodong/article/details/104070457
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