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大春哥/threejs练习

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11-cube-ball.html 5.09 KB
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dcg 提交于 2019-11-12 23:57 +08:00 . 2019年11月12日练习-md笔记
<!DOCTYPE html>
<html>
<head>
<title>My first three.js app</title>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%
}
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="./js/OrbitControls.js"></script>
<script>
// 创建创建
var scene = new THREE.Scene();
// 创建透视相机
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建渲染器
var renderer = new THREE.WebGLRenderer();
// 设置渲染器的尺寸
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial({
vertexColors: true,
Linewidth: 20
});
var red = new THREE.Color(0xff0000),
green = new THREE.Color(0x00ff00),
blue = new THREE.Color(0x0000ff),
white = new THREE.Color(0xffffff),
sblue = new THREE.Color(0x59a1e9);
// 线的材质可以由2点的颜色决定
Createline(0, 0, 0, 15, 0, 0, white);
Createline(0, 0, 0, 0, 15, 0, red);
Createline(0, 0, 0, 0, 0, -15, green);
// 立方体
// 创建几何体
var cubeGeometry = new THREE.BoxGeometry(1, 15, 1);
var cubeGeometry1 = new THREE.BoxGeometry(1, 3, 1);
var cubeGeometry2 = new THREE.BoxGeometry(1, 6, 1);
// 创建材质
var material = new THREE.MeshLambertMaterial({
color: 0xFFFF00,
});
// var material = new THREE.MeshBasicMaterial({
// color: 0xFFFF00,
// });
// 点光源
var light = new THREE.PointLight(0xffffff, 1, 100);
light.position.set(0, 40, 10);
scene.add(light);
light.position.set(10, -40, -10);
scene.add(light);
// 点光源赋值
var sphereSize = 1;
var pointLightHelper = new THREE.PointLightHelper(light, sphereSize);
scene.add(pointLightHelper);
// 从正上方照射过来的白色平行光,0.5的光强。
var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(50, 50, 0);
scene.add(directionalLight);
// 平行光辅助
let ping = new THREE.DirectionalLightHelper(directionalLight, 100)
scene.add(ping);
camera.position.z = 50;
camera.position.y = 5;
camera.position.x = 0;
// camera.position.x = 5;
var jiao = 0;
var zeroPoint = new THREE.Vector3(5, 5, -5);
// 动画
var animate = function () {
jiao += 1;
// camera.position.x = 5 + 13 * Math.cos(jiao / 180 * Math.PI);
// camera.position.z = -5 + 13 * Math.sin(jiao / 180 * Math.PI);
// light.position.x = 5 + 6 * Math.cos(jiao / 180 * Math.PI);
// light.position.z = -5 + 6 * Math.sin(jiao / 180 * Math.PI);
// 相机 关注点
camera.lookAt(zeroPoint)
requestAnimationFrame(animate);
renderer.render(scene, camera);
controls.update();
};
animate();
// addModal(cubeGeometry, {
// x: 0,
// y: 0,
// z: 0
// })
let num = 18;
for (let i = 0; i < num; i++) {
for (let j = -3; j < 4; j++) {
addModal(cubeGeometry, {
rx: getDeg(360 / num * i),
rz: getDeg(360 / num * j)
})
}
}
// 创建先的方法
function Createline(x1, y1, z1, x2, y2, z2, color) {
var lineMaterial = new THREE.LineBasicMaterial({
vertexColors: true
});
var p1 = new THREE.Vector3(x1, y1, z1);
var p2 = new THREE.Vector3(x2, y2, z2);
geometry.vertices.push(p1);
geometry.vertices.push(p2);
geometry.colors.push(color, color);
var line = new THREE.Line(geometry, lineMaterial, THREE.LinePieces);
scene.add(line);
}
// 辅助边线
function addEdges(geometry, {
x,
y,
z,
rx,
ry,
rz
}) {
var edges = new THREE.EdgesGeometry(geometry);
var line = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({
color: 0x00ff00,
linewidth: 3
}));
line.position.x = x || 0;
line.position.y = y || 0;
line.position.z = z || 0;
line.rotation.x = rx || 0;
line.rotation.y = ry || 0;
line.rotation.z = rz || 0;
line.translateY(40);
scene.add(line);
}
// 创建立方体
function createCube(geometry, {
x,
y,
z,
rx,
ry,
rz
}) {
// 集合 mesh 网络
var cube = new THREE.Mesh(geometry, material);
console.log(x, y, z);
cube.position.x = x || 0;
cube.position.y = y || 0;
cube.position.z = z || 0;
cube.rotation.x = rx || 0;
cube.rotation.y = ry || 0;
cube.rotation.z = rz || 0;
cube.translateY(40);
scene.add(cube);
}
function addModal(cubeGeometry, position) {
// addEdges(cubeGeometry, position);
createCube(cubeGeometry, position);
}
// 角度转换弧度
function getDeg(angle) {
return angle / 180 * Math.PI;
}
</script>
</body>
</html>
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