建立一个Three.js实验场景stats+GUI

<!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>
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转载自blog.csdn.net/zouhaodong/article/details/104070457