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<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title>three.js css2d - label</title>
<link type="text/css" rel="stylesheet" href="main.css">
<style>
.label {
color: #FFF;
font-family: sans-serif;
padding: 2px;
background: rgba( 0, 0, 0, .6 );
}
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<body>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> css2d - label</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../js/three.module.js",
"three/addons/": "./js/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
// 相机控件轨道控制器
import { OrbitControls } from './js/OrbitControls.js';
// 一个2D的render,可以在页面中渲染出一个div标签名称,旋转的时候文字依然能够保持直立和水平
import { CSS2DRenderer, CSS2DObject } from './js/CSS2DRenderer.js';
// 创建控制三维场景的UI界面
import { GUI } from './js/lil-gui.module.min.js';
let gui;
let camera, scene, renderer, labelRenderer;
// 只有物体的layer在相机的layers中three才渲染
const layers = {
/*
默认创建物体layer是0
如指定物体的layer为1不会渲染
需要渲染使用相机的enable方法允许渲染
常用方法
toggle方法 切换是否允许渲染状态
enable方法 允许渲染某图层
disableAll方法 关闭全部图层 - 黑屏
disable方法 关闭指定图层
*/
'Toggle Name': function () {
camera.layers.toggle( 0 );
},
'Toggle Mass': function () {
camera.layers.toggle( 1 );
},
'Enable All': function () {
camera.layers.enableAll();
},
'Disable All': function () {
camera.layers.disableAll();
}
};
// 控制三维场景的UI界面
function initGui() {
gui = new GUI();
gui.title( 'Camera Layers' );
// .add(控制对象,对象具体属性,其他参数)
gui.add( layers, 'Toggle Name' );
gui.add( layers, 'Toggle Mass' );
gui.add( layers, 'Enable All' );
gui.add( layers, 'Disable All' );
gui.open();
}
// 通过 Threejs 编写一些和时间相关程序时候,不用在对 Date 进行封装,直接调用 Clock 对象的方法和属性即可
const clock = new THREE.Clock();
// 纹理加载器
const textureLoader = new THREE.TextureLoader();
let moon;
init();
animate();
function init() {
const EARTH_RADIUS = 1;
const MOON_RADIUS = 0.27;
// 相机
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 200 );
camera.position.set( 10, 5, 20 );
camera.layers.enableAll();
// 场景
scene = new THREE.Scene();
// 灯光
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
dirLight.position.set( 0, 0, 1 );
dirLight.layers.enableAll();
scene.add( dirLight );
// 坐标轴辅助器
const axesHelper = new THREE.AxesHelper( 5 );
axesHelper.layers.enableAll();
scene.add( axesHelper );
// 物体--地球
const earthGeometry = new THREE.SphereGeometry( EARTH_RADIUS, 16, 16 );
/*
通过设置高光贴图来实现部分区域反光。
specular属性可以用来决定反光的颜色。
使用法向贴图创建表面不同凹凸程度的三维物体
*/
const earthMaterial = new THREE.MeshPhongMaterial( {
specular: 0x333333,//添加高光颜色
// specular: new THREE.Color(0x00ffff),//添加高光颜色
shininess: 5,//添加高光的平滑度,默认为30,值越高越强烈
map: textureLoader.load( 'textures/planets/earth_atmos_2048.jpg' ),//添加平面贴图
specularMap: textureLoader.load( 'textures/planets/earth_specular_2048.jpg' ),//添加高光贴图
normalMap: textureLoader.load( 'textures/planets/earth_normal_2048.jpg' ),//添加法向量纹理
normalScale: new THREE.Vector2( 0.85, 0.85 )//设置法向贴图的凹凸程度
} );
// sRGB颜色空间: sRGB是当今一般电子设备及互联网图像上的标准颜色空间。较适应人眼的感光。
/*
threejs 需要在线性颜色空间(linear colorspace)里渲染模型的材质,
而从一般软件中导出的模型中包含颜色信息的贴图一般都是sRGB颜色空间(sRGB colorspace)
*/
earthMaterial.map.colorSpace = THREE.SRGBColorSpace;
const earth = new THREE.Mesh( earthGeometry, earthMaterial );
scene.add( earth );
// 物体--月球
const moonGeometry = new THREE.SphereGeometry( MOON_RADIUS, 16, 16 );
const moonMaterial = new THREE.MeshPhongMaterial( {
shininess: 5,
map: textureLoader.load( 'textures/planets/moon_1024.jpg' )
} );
moonMaterial.map.colorSpace = THREE.SRGBColorSpace;
moon = new THREE.Mesh( moonGeometry, moonMaterial );
scene.add( moon );
earth.layers.enableAll();
moon.layers.enableAll();
// 标签--地球
const earthDiv = document.createElement( 'div' );
earthDiv.className = 'label';
earthDiv.textContent = 'Earth';
earthDiv.style.backgroundColor = 'transparent';
const earthLabel = new CSS2DObject( earthDiv );
earthLabel.position.set( 1.5 * EARTH_RADIUS, 0, 0 );
earthLabel.center.set( 0, 1 );
earth.add( earthLabel );
earthLabel.layers.set( 0 );
//标签--地球重量
const earthMassDiv = document.createElement( 'div' );
earthMassDiv.className = 'label';
earthMassDiv.textContent = '5.97237e24 kg';
earthMassDiv.style.backgroundColor = 'transparent';
const earthMassLabel = new CSS2DObject( earthMassDiv );
earthMassLabel.position.set( 1.5 * EARTH_RADIUS, 0, 0 );
earthMassLabel.center.set( 0, 0 );
earth.add( earthMassLabel );
earthMassLabel.layers.set( 1 );
// 标签--月球
const moonDiv = document.createElement( 'div' );
moonDiv.className = 'label';
moonDiv.textContent = 'Moon';
moonDiv.style.backgroundColor = 'transparent';
const moonLabel = new CSS2DObject( moonDiv );
moonLabel.position.set( 1.5 * MOON_RADIUS, 0, 0 );
moonLabel.center.set( 0, 1 );
moon.add( moonLabel );
moonLabel.layers.set( 0 );
// 标签--月球重量
const moonMassDiv = document.createElement( 'div' );
moonMassDiv.className = 'label';
moonMassDiv.textContent = '7.342e22 kg';
moonMassDiv.style.backgroundColor = 'transparent';
const moonMassLabel = new CSS2DObject( moonMassDiv );
moonMassLabel.position.set( 1.5 * MOON_RADIUS, 0, 0 );
moonMassLabel.center.set( 0, 0 );
moon.add( moonMassLabel );
moonMassLabel.layers.set( 1 );
//渲染器
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );//设置设备像素比
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.useLegacyLights = false;//暂不清楚,好像是渲染管线
document.body.appendChild( renderer.domElement );
//标签渲染器
labelRenderer = new CSS2DRenderer();
labelRenderer.setSize( window.innerWidth, window.innerHeight );
labelRenderer.domElement.style.position = 'absolute';
labelRenderer.domElement.style.top = '0px';
document.body.appendChild( labelRenderer.domElement );
// 相机控件轨道控制器
const controls = new OrbitControls( camera, labelRenderer.domElement );
controls.minDistance = 5;
controls.maxDistance = 100;
//窗口大小改变
window.addEventListener( 'resize', onWindowResize );
initGui();
}
function onWindowResize() {
// .aspect摄像机视锥体的长宽比,通常是使用画布的宽/画布的高。默认值是1(正方形画布)
camera.aspect = window.innerWidth / window.innerHeight;
// .updateProjectionMatrix更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
labelRenderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
// 请求动画帧
requestAnimationFrame( animate );
// 方法.getElapsedTime(),获取自时钟启动后的秒数,
const elapsed = clock.getElapsedTime();
moon.position.set( Math.sin( elapsed ) * 5, 0, Math.cos( elapsed ) * 5 );
renderer.render( scene, camera );
labelRenderer.render( scene, camera );
}
</script>
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</html>