demo01
1、场景Scene
1)网络模型Mesh(几何对象Geometry、材质对象Material)
2)光照Light(平行光、环境光、点光源)
2、相机Camera
3、渲染器Renderer
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<html lang="en">
<head>
<meta charset="UTF-8">
<title>FHLP_WEB_3D demo01</title>
</head>
<body>
<script type="module">
// 引入Three.js
import * as THREE from '../../FHLP_WEB_3D/three.js-r123/build/three.module.js';
// 引入Three.js扩展库
import { OrbitControls } from '../../FHLP_WEB_3D/three.js-r123/examples/jsm/controls/OrbitControls.js';
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
var geometry1 = new THREE.BoxGeometry(500, 500, 2); //创建一个立方体几何对象Geometry
// 材质对象Material
var material = new THREE.MeshLambertMaterial({
color: 0x008000,//材质颜色
});
var mesh1 = new THREE.Mesh(geometry1, material); //网格模型对象Mesh
scene.add(mesh1); //网格模型添加到场景中
// 长方体
var geometry2 = new THREE.BoxGeometry(100, 100, 40);
var material2 = new THREE.MeshLambertMaterial({
color: 0x190FF
});
var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
mesh2.position.set(200,20,20);//设置mesh2模型对象的xyz坐标为120,0,0
scene.add(mesh2);
// 长方体
var geometry3 = new THREE.BoxGeometry(100, 100, 40);
var material3 = new THREE.MeshLambertMaterial({
color: 0x190FF
});
var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
mesh3.position.set(200,180,20);//设置mesh2模型对象的xyz坐标为120,0,0
scene.add(mesh3);
// 长方体
var geometry4 = new THREE.BoxGeometry(100, 100, 40);
var material4 = new THREE.MeshLambertMaterial({
color: 0x190FF
});
var mesh4 = new THREE.Mesh(geometry4, material4); //网格模型对象Mesh
mesh4.position.set(200,-180,20);//设置mesh2模型对象的xyz坐标为120,0,0
scene.add(mesh4);
// 长方体
var geometry5 = new THREE.BoxGeometry(100, 100, 40);
var material5 = new THREE.MeshLambertMaterial({
color: 0x190FF
});
var mesh5 = new THREE.Mesh(geometry5, material5); //网格模型对象Mesh
mesh5.position.set(-200,20,20);//设置mesh2模型对象的xyz坐标为120,0,0
scene.add(mesh5);
// 圆柱体
var geometry6 = new THREE.CylinderGeometry(50, 50, 100, 100);
var material6 = new THREE.MeshLambertMaterial({
color: 0xFFD700
});
var mesh6 = new THREE.Mesh(geometry6, material6); //网格模型对象Mesh
mesh6.position.set(-200,180,50);//设置mesh2模型对象的xyz坐标为120,0,0
scene.add(mesh6);
// 圆柱体
var geometry7 = new THREE.CylinderGeometry(50, 50, 100, 100);
var material7 = new THREE.MeshLambertMaterial({
color: 0xFFD700
});
var mesh7 = new THREE.Mesh(geometry7, material7); //网格模型对象Mesh
mesh7.position.set(-200,-180,50);//设置mesh2模型对象的xyz坐标为120,0,0
scene.add(mesh7);
/**
* 光源设置
*/
// 平行光1
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
directionalLight.position.set(400, 200, 300);
scene.add(directionalLight);
// 平行光2
var directionalLight2 = new THREE.DirectionalLight(0xffffff, 0.6);
directionalLight2.position.set(-400, -200, -300);
scene.add(directionalLight2);
//环境光
var ambient = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambient);
var axesHelper = new THREE.AxesHelper(600);
scene.add(axesHelper);
// width和height用来设置Three.js输出Canvas画布尺寸,同时用来辅助设置相机渲染范围
var width = window.innerWidth; //窗口文档显示区的宽度
var height = window.innerHeight; //窗口文档显示区的高度
/**
* 相机设置
*/
var k = width / height; //Three.js输出的Canvas画布宽高比
var s = 200; //控制相机渲染空间左右上下渲染范围,s越大,相机渲染范围越大
//THREE.OrthographicCamera()创建一个正投影相机对象
// -s * k, s * k, s, -s, 1, 1000定义了一个长方体渲染空间,渲染空间外的模型不会被渲染
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //相机在Three.js坐标系中的位置
camera.lookAt(0, 0, 0); //相机指向Three.js坐标系原点
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer({
antialias: true, //开启锯齿
});
renderer.setPixelRatio(window.devicePixelRatio);//设置设备像素比率,防止Canvas画布输出模糊。
renderer.setSize(width, height); //设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
// renderer.domElement表示Three.js渲染结果,也就是一个HTML元素(Canvas画布)
document.body.appendChild(renderer.domElement); //body元素中插入canvas画布
// 渲染循环
function render() {
// mesh.rotateY(0.01);//立方体绕y轴旋转动画
renderer.render(scene, camera); //执行渲染操作
requestAnimationFrame(render); //请求再次执行渲染函数render,渲染下一帧
}
render();
//创建控件对象 控件可以监听鼠标的变化,改变相机对象的属性
// 旋转:拖动鼠标左键
// 缩放:滚动鼠标中键
// 平移:拖动鼠标右键
var controls = new OrbitControls(camera, renderer.domElement);
</script>
</body>
</html>