效果预览图
右上角控件
rotationSpeed:旋转速度
addCube:增加立方体
removeCube:移除最后一个添加到场景中的立方体
outputObjects:浏览器控制台中显示当前场景中所有对象
numberOfObjects:场景中的所有对象的数量
全部代码
<!DOCTYPE html>
<html>
<head>
<title>构建threejs 应用的基本组件</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<div id="LapBin-output">
</div>
<script type="text/javascript">
// 加载所有内容后,我们将运行Three.js
function init() {
var stats = initStats();
// 创建一个场景,该场景将包含所有元素,例如对象、摄影机和灯光。
var scene = new THREE.Scene();
// 创建一个摄像头,它定义了我们要看的范围。
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
scene.add(camera);
// 创建渲染并设置大小
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// 创建平面
var planeGeometry = new THREE.PlaneGeometry(60, 40, 1, 1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// 旋转并定位平面
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
// 将平面添加到场景中
scene.add(plane);
// 将摄影机定位并指向场景的中心
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加微环境光
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
// 为阴影添加聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// 将渲染器的输出添加到html元素
document.getElementById("LapBin-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
var controls = new function () {
this.rotationSpeed = 0.02;
this.numberOfObjects = scene.children.length;
this.removeCube = function () {
//移除最后一个添加到场景中的立方体
var allChildren = scene.children;
var lastObject = allChildren[allChildren.length - 1];
if (lastObject instanceof THREE.Mesh) {
scene.remove(lastObject);
this.numberOfObjects = scene.children.length;
}
};
this.addCube = function () {
//点击右上角addCube控件按钮,一个新的THREE.BoxGeometry被创建
//长宽高都是一个从1-3之间的随机数
//颜色也是随机
var cubeSize = Math.ceil((Math.random() * 3));
var cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
var cubeMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
cube.name = "cube-" + scene.children.length;
// 围绕立方体的轴旋转立方体
cube.position.x = -30 + Math.round((Math.random() * planeGeometry.parameters.width));
cube.position.y = Math.round((Math.random() * 5));
cube.position.z = -20 + Math.round((Math.random() * planeGeometry.parameters.height));
// 添加立方体到场景
scene.add(cube);
this.numberOfObjects = scene.children.length;
};
this.outputObjects = function () {
console.log(scene.children);
}
};
var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'addCube');
gui.add(controls, 'removeCube');
gui.add(controls, 'outputObjects');
gui.add(controls, 'numberOfObjects').listen();
render();
function render() {
stats.update();
// 绕轴旋转立方体
scene.traverse(function (e) {
if (e instanceof THREE.Mesh && e != plane) {
e.rotation.x += controls.rotationSpeed;
e.rotation.y += controls.rotationSpeed;
e.rotation.z += controls.rotationSpeed;
}
});
// 渲染使用 requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// 定位左上
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
</script>
</body>
</html>