当前位置:网站首页>Use threejs to create geometry and add materials, lights, shadows, animations, and axes
Use threejs to create geometry and add materials, lights, shadows, animations, and axes
2022-07-05 04:00:00 【Zuo Ben】
1, Introduce :
This example uses r95 edition Three.js library . You will create a scene and add geometry , Add geometry dynamically , Delete Geometry , Add materials to geometry 、 The light source 、 Shadows, etc , Get all objects in the scene , Add axis . The renderings are as follows :

The introduction of the file :
three.js // threejs It's based on WebGL API Advanced based on API
dat.gui.js // dat.GUI Provide operation interface , Easy to debug
OrbitControls.js // Track controller , Used to control the rotation and translation of objects in the scene
Description of main components :
The camera : Decide what needs to be rendered on the screen
Renderers : Based on camera and scene , Call the underlying layer api Perform drawing work
object : They are the main rendered objects , Like a square 、 sphere , Axis
2, Sample source code :
<!DOCTYPE html>
<html>
<head>
<title> Use threejs Create geometry add axis material shadow animation </title>
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/dat.gui.js"></script>
<script type="text/javascript" src="libs/OrbitControls.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="dom"></div>
<script type="text/javascript">
var camera;
var renderer;
function init() {
// Create a scene , It will contain all our elements , Like an object , Cameras and lights .
var scene = new THREE.Scene();
// Create a camera , It defines where we are looking
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// Aim the camera at the center of the scene
camera.position.x = 10;
camera.position.y = 50;
camera.position.z = 90;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// Create a renderer and set the size ,WebGLRenderer The computer graphics card will be used to render the scene
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
// Setting up the renderer requires shadow effects
renderer.shadowMapEnabled = true;
// Display the coordinate axis on the screen
var axes = new THREE.AxisHelper(100);
scene.add(axes);
// Add planes to the scene
var plane = createPlaneGeometryBasicMaterial();
scene.add(plane);
// Add the cube to the scene
var cube = createBoxGeometryLambertMaterial();
scene.add(cube);
// Add a sphere to the scene
var sphere = createSphereGeometryLambertMaterial();
scene.add(sphere);
// Add light to shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
// Set the light source that produces shadows
spotLight.castShadow = true;
spotLight.shadowCameraVisible = true;
scene.add(spotLight);
// Add the output of the renderer to HTML Elements
document.getElementById("dom").appendChild(renderer.domElement);
// Use GUI Debug library
var controls = new function () {
// Set initial value
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03;
this.numberOfObjects = scene.children.length;
// Randomly generate a cube
this.addCube = function () {
// Add the cube to the scene
scene.add(createBoxGeometryLambertMaterialRandom());
// Update the number of objects in the interface
this.numberOfObjects = scene.children.length;
};
// Remove objects from the scene , Remove the last object added to the scene
this.removeCube = function () {
// Get all objects in the scene
var allChildren = scene.children;
var lastObject = allChildren[allChildren.length - 1];
// Remove only THREE.Mesh object
if (lastObject instanceof THREE.Mesh && lastObject != plane && lastObject != cube && lastObject != sphere) {
scene.remove(lastObject);
// Update the number of objects in the interface
this.numberOfObjects = scene.children.length;
}
};
// Print all objects in the scene
this.outputObjects = function () {
console.log(scene.children);
}
};
var gui = new dat.GUI();
// Set the value range of two variables
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'bouncingSpeed', 0, 0.5);
// Add event
gui.add(controls, 'addCube');
gui.add(controls, 'removeCube');
gui.add(controls, 'outputObjects');
// Listening variables
gui.add(controls, 'numberOfObjects').listen();
// Start animation
renderScene();
// Create a cube of random size and color
function createBoxGeometryLambertMaterialRandom() {
var cubeSize = Math.ceil((Math.random() * 3));
// Create a cube and set the size
var cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
// MeshLambertMaterial Set the material
var cubeMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// Set the object to cast shadows
cube.castShadow = true;
// Set the name of the cube
cube.name = "cube-" + scene.children.length;
// Set cube position
cube.position.x = -30 + Math.round((Math.random() * 60));
cube.position.y = Math.round((Math.random() * 5));
cube.position.z = -20 + Math.round((Math.random() * 20));
return cube;
}
// Create a MeshLambertMaterial Cube of material
function createBoxGeometryLambertMaterial() {
// Create a cube and set the size
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
// MeshLambertMaterial Set the material
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// Set the object to cast shadows
cube.castShadow = true;
// Set cube position
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
return cube;
}
// Create a cube of base material
function createBoxGeometryBasicMaterial() {
// Create a cube and set the size
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
// MeshBasicMaterial( The base material will not react to the light source, and will only render with the specified color )
var cubeMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000,
wireframe: true
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// Set cube position
cube.position.x = -10;
cube.position.y = 3;
cube.position.z = 0;
return cube;
}
// Create a plane
function createPlaneGeometryBasicMaterial() {
// Create the ground plane and set the size
var planeGeometry = new THREE.PlaneGeometry(100, 70);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xcccccc
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// Set accept shadows
plane.receiveShadow = true;
// Set the plane position and rotate
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
return plane;
}
// Create a spherical geometry
function createSphereGeometryLambertMaterial() {
// Create a sphere
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
// var sphereMaterial = new THREE.MeshBasicMaterial({
// color: 0x7777ff,
// wireframe: true
// });
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// Set the object to cast shadows
sphere.castShadow = true;
// Location range
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
return sphere;
}
// Animation rendering
var step = 0;
function renderScene() {
// Traverse all sub objects in the scene
scene.traverse(function (e) {
if (e instanceof THREE.Mesh && e != sphere && e != plane) {
// Rotate the cube around its axis
e.rotation.x += controls.rotationSpeed;
e.rotation.y += controls.rotationSpeed;
e.rotation.z += controls.rotationSpeed;
}
});
orbit.update();
// Rotate the cube around its axis
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// Bounce the ball up and down
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
// Use requestAnimationFrame Function to render
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// Rendered scenes
renderer.render(scene, camera);
}
window.onload = init;
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Listen for resizing events
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
If you need a complete code, please leave a message or contact me on wechat :1171053128
边栏推荐
- ClickPaaS低代码平台
- Yuancosmic ecological panorama [2022 latest]
- 【web審計-源碼泄露】獲取源碼方法,利用工具
- 【软件逆向-基础知识】分析方法、汇编指令体系结构
- Clickhouse同步mysql(基于物化引擎)
- JVM garbage collection
- [move pictures up, down, left and right through the keyboard in JS]
- Pyqt pyside custom telescopic menu bar sharing (including tutorial)
- Uni app common functions /api
- How to solve the problem that easycvr changes the recording storage path and does not generate recording files?
猜你喜欢

官宣!第三届云原生编程挑战赛正式启动!

北京程序员的真实一天!!!!!

C语言课设:影院售票管理系统
![[wp][introduction] brush weak type questions](/img/d0/9eb3ade701057837d98e4a20082a10.png)
[wp][introduction] brush weak type questions

【无标题】
![[web source code code code audit method] audit skills and tools](/img/7c/2c26578da084b3cd15d8f252b0e132.png)
[web source code code code audit method] audit skills and tools

Rust区块琏开发——签名加密与私钥公钥

Multimedia query

一文带你了解BI的前世今身与企业数字化转型的关系

How to solve the problem that easycvr changes the recording storage path and does not generate recording files?
随机推荐
[positioning in JS]
[wp]bmzclub writeup of several questions
天干地支纪年法中为什么是60年一个轮回,而不是120年
[C language] address book - dynamic and static implementation
IronXL for . NET 2022.6
Installation of postman and postman interceptor
grandMA2 onPC 3.1.2.5的DMX参数摸索
英语必备词汇3400
[charging station]_ Secular wisdom_ Philosophical wisdom _
为什么百度、阿里这些大厂宁愿花25K招聘应届生,也不愿涨薪5K留住老员工?
ActiveReportsJS 3.1 VS ActiveReportsJS 3.0
【刷题】BFS题目精选
JWT vulnerability recurrence
How to solve the problem that easycvr changes the recording storage path and does not generate recording files?
DMX parameter exploration of grandma2 onpc 3.1.2.5
【web源码-代码审计方法】审计技巧及审计工具
官宣!第三届云原生编程挑战赛正式启动!
NEW:Devart dotConnect ADO. NET
Analysis of glibc strlen implementation mode
Containerd series - what is containerd?