three.js
2022/8/14 6:23:10
本文主要是介绍three.js,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
import * as THREE from 'three'; // 导入轨道控制器库 import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; // 导入gltf模型载入库 import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; // 导入解压模型的库 import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader"; import {AmbientLight} from "three"; //gltf转glb //gltf-pipeline -i scene.gltf -o scene.glb // 1. 创建场景 const scene = new THREE.Scene(); // 2. 创建相机 const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 2000); // 设置相机位置 camera.position.set(40, 10, 0); camera.lookAt(0, 10, 0); // 更新摄像头宽高比 camera.aspect = window.innerWidth / window.innerHeight; // 更新摄像头投影矩阵 camera.updateProjectionMatrix(); scene.add(camera);//加入场景 //----------------------------begin--------------------------------------- //Light // scene.add(new THREE.AmbientLight(0xffffff, 0.2)) // const dLight = new THREE.DirectionalLight(0xffffff, 2); // dLight.position.set(0, 4, 10); // dLight.castShadow = true; // dLight.shadow.camera.near = 10; // dLight.shadow.camera.far = 1000; // scene.add(dLight); scene.add(new THREE.AmbientLight(0xffffff, 10)); //添加坐标轴辅助器 const axesHelper = new THREE.AxesHelper(5); scene.add(axesHelper); //地面 groundGroup const planeGroup = new THREE.Group(); const planeG = new THREE.PlaneBufferGeometry(60, 30); const planeM = new THREE.MeshBasicMaterial({ side: THREE.DoubleSide, color: 0xa4cab6 }); const plane = new THREE.Mesh(planeG, planeM); // plane.receiveShadow = true; plane.rotation.x = -Math.PI / 2; plane.position.y = -0.01; scene.add(plane) const geometry = new THREE.BoxGeometry( 2, 2, 2 ); const material = new THREE.MeshStandardMaterial( {color: 0x00ffff} ); const cube1 = new THREE.Mesh( geometry, material ); cube1.position.set(20, 2, 10); // cube1.castShadow = true; // scene.add( cube1 ); const cube2 = new THREE.Mesh( geometry, material ); cube2.position.set(20, 2, -10); // scene.add( cube2 ); //添加模型 //实例化gltf载入库 const loader = new GLTFLoader(); //实例化draco载入库 const dracoLoader = new DRACOLoader(); //添加draco载入库 dracoLoader.setDecoderPath("./draco/"); loader.setDRACOLoader(dracoLoader); // scene.add(new AmbientLight(0xdddddd)); // loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // // console.log(gltf); // // gltf.scale.set(1, 1, 1); // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/large_buildingC.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // // loader.load("./GLTFBuild/large_buildingB.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(5, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); //教学楼模型-------------------- const teachBuildGroup = new THREE.Group(); loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(20, 0, 5); // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); }); loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(18.5, 0, 5); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); }); loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(18.5, 0, 7); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); }); loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(18.5, 0, 9); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); }); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(20, 0, 10); gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); // console.log(teachBuildGroup.children); //a区 loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(21.5, 0, 5); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); }); loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(21.5, 0, 7); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); }); loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(21.5, 0, 9); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(14, 0, 10); gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(14, 0, -10); // gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(20, 0, -10); // gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); const buildClone = teachBuildGroup.clone(); // console.log(teachBuildGroup.children); buildClone.position.set(-6, 0, 0); scene.add(buildClone); const buildClone1 = teachBuildGroup.clone(); buildClone1.position.set(34, 0, 0); buildClone1.rotation.y = -Math.PI; scene.add(buildClone1); const buildClone2 = teachBuildGroup.clone(); buildClone2.position.set(40, 0, 0); buildClone2.rotation.y = -Math.PI; scene.add(buildClone2); scene.add(teachBuildGroup); }); //------------教学楼模型-------------------- //-----------------宿舍模型-------------------- loader.load("./GLTFBuild/large_buildingA.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(21.5, 0, 9); gltf.scene.rotation.y = -Math.PI / 2; gltf.scene.position.z += 0.45; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(14, 0, 10); gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(14, 0, -10); // gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); loader.load("./GLTFBuild/large_buildingF.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(20, 0, -10); // gltf.scene.rotation.y = Math.PI; // gltf.scene.castShadow = true; teachBuildGroup.add(gltf.scene); // console.log(teachBuildGroup.children); }); const buildClone = teachBuildGroup.clone(); // console.log(teachBuildGroup.children); buildClone.position.set(-30, 0, -15); scene.add(buildClone); const buildClone1 = teachBuildGroup.clone(); buildClone1.position.set(10, 0, 15); buildClone1.rotation.y = -Math.PI; scene.add(buildClone1); const buildClone2 = teachBuildGroup.clone(); buildClone2.position.set(2, 0, 15); buildClone2.rotation.y = -Math.PI; scene.add(buildClone2); const buildClone3 = teachBuildGroup.clone(); buildClone3.position.set(-38, 0, -15); // buildClone3.rotation.y = -Math.PI; scene.add(buildClone3); scene.add(teachBuildGroup); }); //------------宿舍模型-------------------- loader.load("./blender/操场.glb", (gltf) => { // console.log(gltf); // gltf.scene.scale.x = 1; gltf.scene.position.set(-25, -0.3, 0); gltf.scene.scale.set(0.05, 0.05, 0.05); // gltf.scene.castShadow = true; scene.add(gltf.scene); }); loader.load("./blender/图书馆.glb", (gltf) => { // console.log(gltf); gltf.scene.position.set(5, 5, 0); gltf.scene.rotation.y = -Math.PI / 2; // gltf.scene.scale.set(0, 0, 0); // gltf.scene.castShadow = true; scene.add(gltf.scene); }); // loader.load("./GLTFBuild/large_buildingD.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(0, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/large_buildingE.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-2, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // // loader.load("./GLTFBuild/large_buildingG.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-7, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/skyscraperA.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-9, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/skyscraperB.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-11, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/skyscraperC.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-13, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/skyscraperD.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-15, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/skyscraperE.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-17, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); // loader.load("./GLTFBuild/skyscraperF.glb", (gltf) => { // // console.log(gltf); // // gltf.scene.scale.x = 1; // gltf.scene.position.set(-19, 0, 5); // // gltf.scene.castShadow = true; // scene.add(gltf.scene); // }); //四个方向的平行光代替环境光 const lightIntensity = 3; const dirlight1 = new THREE.DirectionalLight(0xffffff, lightIntensity); dirlight1.position.set(0, 5, 5); scene.add(dirlight1); const dirlight2 = new THREE.DirectionalLight(0xffffff, lightIntensity); dirlight2.position.set(5, 5, 0); scene.add(dirlight2); const dirlight3 = new THREE.DirectionalLight(0xffffff, lightIntensity); dirlight3.position.set(-5, 5, 0); scene.add(dirlight3); const dirlight4 = new THREE.DirectionalLight(0xffffff, lightIntensity); dirlight4.position.set(0, 5, -5); scene.add(dirlight4); const roadG = new THREE.PlaneBufferGeometry(50, 5); const roadM = new THREE.MeshBasicMaterial(); const road = new THREE.Mesh(roadG, roadM); road.rotation.x = -Math.PI / 2; road.position.y = 0.01; road.position.x += 5; scene.add(road); //-----------------------------end-------------------------------------- //初始化渲染器 const renderer = new THREE.WebGLRenderer({ // 设置抗锯齿 antialias: true, // 设置对数深度缓冲区, 避免模型面数过多造成闪烁 logarithmicDepthBuffer: true, }); // renderer.setClearColor(0x95e4e8); // renderer.outputEncoding = THREE.sRGBEncoding; //设置渲染的尺寸大小 renderer.setSize(window.innerWidth, window.innerHeight); //开启阴影渲染 // renderer.shadowMap.enabled = true; // console.log(renderer); // 将webgl渲染的canvas内容添加到body document.body.appendChild(renderer.domElement); //使用渲染器,通过相机将场景渲染进来 // renderer.render(scene, camera); //创建轨道控制器 const controls = new OrbitControls(camera, renderer.domElement); //设置控制器阻尼,让控制器更有真实效果(惯性) 需在动画循环里面添加 update() controls.enableDamping = true; //让画面一直渲染,相当于loop function render() { // cube.position.x += 0.01; // cube.rotation.x += 0.01; // if(cube.position.x > 5){ // cube.position.x = 0; // } //为什么采用下面这种方式渲染?两种实现已经删除了 //因为每一帧渲染的时间长度是不一致的,所以会导致动画时快时慢 // let time = clock.getElapsedTime(); controls.update(); renderer.render(scene, camera); //渲染下一帧的时候继续调用render()函数 requestAnimationFrame(render); } render(); //监听画面变化,更新渲染尺寸,即自适应 window.addEventListener("resize", () => { // console.log('window size changed'); //更新摄像头 camera.aspect = window.innerWidth / window.innerHeight; //更新摄像机的投影矩阵 camera.updateProjectionMatrix(); //更新渲染器 renderer.setSize(window.innerWidth, window.innerHeight); //设置渲染器的像素比 // renderer.setPixelRatio(window.devicePixelRatio); });
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