Three.js day01

第一个three.js文件_WebGL三维场景

1、独立几何图形

<html lang="en">

<head>
  <meta charset="UTF-8">
  <title>第一个three.js文件_WebGL三维场景</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
      /* 隐藏body窗口区域滚动条 */
    }
  </style>
  <!--引入three.js三维引擎-->
  <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script>
  <script src="js/OrbitControls.js"></script>
</head>

<body>
  <script>
    /**
     * 创建场景对象Scene
     */
    var scene = new THREE.Scene();
    /**
     * 创建网格模型
     */
    // 立方体网格模型
    var geometry1 = new THREE.BoxGeometry(120, 120, 120);
    var material1 = new THREE.MeshLambertMaterial({
        color: 0x0000ff,
        opacity:0.7,
        transparent:true

    }); //材质对象Material
    var mesh1 = new THREE.Mesh(geometry1, material1); //网格模型对象Mesh
    scene.add(mesh1); //网格模型添加到场景中

    // 球体网格模型
    var geometry2 = new THREE.SphereGeometry(60, 40, 40);
    var material2 = new THREE.MeshLambertMaterial({
        color: 0xff00ff,
        specular:0x4488ee,
        shininess:10
    });
    var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
    mesh2.translateY(120); //球体网格模型沿Y轴正方向平移120
    scene.add(mesh2);

    // 圆柱网格模型
    var geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);
    var material3 = new THREE.MeshLambertMaterial({
        color: 0xffff00,
        wireframe:true
    });
    var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
    // mesh3.translateX(120); //球体网格模型沿Y轴正方向平移120
    mesh3.position.set(120,0,0);//设置mesh3模型对象的xyz坐标为120,0,0
    scene.add(mesh3); //

    // 辅助坐标系  参数250表示坐标系大小,可以根据场景大小去设置
    var axisHelper = new THREE.AxisHelper(500);
    scene.add(axisHelper);

    /**
     * 光源设置
     */
    //点光源
    var point = new THREE.PointLight(0xffffffff);
    point.position.set(-200, -220, 300); //点光源位置
    scene.add(point); //点光源添加到场景中
    //环境光
    var ambient = new THREE.AmbientLight(0x444444);
    scene.add(ambient);
    // console.log(scene)
    // console.log(scene.children)
    /**
     * 相机设置
     */
    var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
    //创建相机对象
    var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
    camera.position.set(200, 300, 200); //设置相机位置
    camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
    /**
     * 创建渲染器对象
     */
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(width, height);//设置渲染区域尺寸
    renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

    function render() {
        renderer.render(scene,camera);//执行渲染操作
        requestAnimationFrame(render);//请求再次执行渲染函数render
    }
    render();
    var controls = new THREE.OrbitControls(camera,renderer.domElement);//创建控件对象

  </script>
</body>
</html>
posted @ 2022-10-05 17:18  Sophie_y  阅读(28)  评论(0)    收藏  举报