<!DOCTYPE html>
<html>
<head>
<title></title>
<script src="https://cdn.bootcss.com/three.js/r67/three.js"></script>
<script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script>
<script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<div id="WebGL-output">
</div>
<script type="text/javascript">
// 初始化
function init() {
var stats = initStats();
// 创建一个场景
var scene = new THREE.Scene();
// 创建一个相机
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
scene.add(camera);
// 创建渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// 创建一个地板
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;
// 让地板保持水平
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
// 添加物体到场景中去
scene.add(plane);
// 相机朝向场景中去
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加自然光
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
// 添加聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// 添加到DOM元素中去
document.getElementById("WebGL-output").appendChild(renderer.domElement);
var step = 0;
//js函数最后默认会return this {"rotationSpeed":0.02,.....}
var controls = new function () {
this.rotationSpeed = 0.02;
this.numberOfObjects = scene.children.length;
//移除物体
this.removeCube = function () {
//获取场景中所有的子元素
var allChildren = scene.children;
//获取最后一个子元素
var lastObject = allChildren[allChildren.length - 1];
//判断最后一个元素是否属于场景中的子元素 如果是 移除它 并且让this.numberOfObjects的数字等于场景子元素的个数
if (lastObject instanceof THREE.Mesh) {
scene.remove(lastObject);
this.numberOfObjects = scene.children.length;
}
};
//添加物体
this.addCube = function () {
//物体随机大小
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;
//给新添加的物体命名
cube.name = "cube-" + scene.children.length;
// 给心跳加的物体一个随机的位置
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));
// 把物体添加到场景中去
scene.add(cube);
//更新numberOfObjects的值
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();
// 该方法也可以遍历调用者和调用者的所有后代,function 参数是一个函数,被调用者和每一个后代对象调用 function 方法。
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;
}
});
// render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
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>