学习threejs,添加聚焦光源

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一、🍀前言

本文详细介绍如何基于threejs在三维场景中添加聚焦光源,亲测可用。希望能帮助到您。一起学习,加油!加油!

二、🍀绘制任意字体模型

1. ☘️实现思路

  • 1、初始化renderer渲染器
  • 2、初始化Scene三维场景
  • 3、初始化camera相机,定义相机位置 camera.position.set,设置相机方向camera.lookAt
  • 4、初始化THREE.AmbientLight环境光,scene场景加入环境光,初始化THREE.SpotLight聚焦光源,设置聚焦光源位置,设置设置投掷阴影为true,scene添加点光源
  • 5、初始化gui工具,定义控制灯光和立方体模型位置的函数
  • 6、加载几何模型:创建BoxGeometry立方体、PlaneGeometry地面几何体以及AxisHelper辅助工具坐标系,Scene场景加入以上几何体和工具。
  • 7、加入controls控制,加入stats监控器,监控帧数信息

2. ☘️代码样例

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>learn13(聚焦光源)</title>
    <script src="lib/threejs/127/three.js-master/build/three.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script>
</head>
<style>
    body {
        margin: 0;
    }

    canvas {
        width: 100%;
        height: 100%;
        display: block;
    }
</style>
<body onload="draw()">
</body>
<script>
  var renderer
  var initRender = () => {
    renderer = new THREE.WebGLRenderer({antialias: true})
    renderer.setSize(window.innerWidth, window.innerHeight)
    renderer.shadowMap.enabled = true
    renderer.shadowMap.type = THREE.PCFSoftShadowMap
    document.body.appendChild(renderer.domElement)
  }
  var scene
  var initScene = () => {
    scene = new THREE.Scene()
  }
  var camera
  var initCamera = () => {
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
    camera.position.set(0, 40, 100)
    camera.lookAt(new THREE.Vector3(0, 0, 0))
  }
  var ambientLight, spotLight
  var initLight = () => {
    ambientLight = new THREE.AmbientLight('#111111')
    scene.add(ambientLight)

    spotLight = new THREE.SpotLight('#ffffff')
    spotLight.position.set(15, 30, 10)
    spotLight.castShadow = true
    scene.add(spotLight)

    debug = new THREE.CameraHelper(spotLight.shadow.camera)
    scene.add(debug)
  }
  var gui, debug
  var initGui = () => {
    gui = {
      ambientLight: "#111111", //环境光源
      spotLight: "#ffffff", //点光源
      lightY: 30, //灯光y轴的位置
      distance: 0, //点光源距离
      intensity: 1, //灯光强度
      visible: true, //是否可见
      angle: Math.PI / 3, // 光源发射出的光束的宽度。单位是弧度,默认值为Math.PI/3
      castShadow: true,
      exponent: 30,
      target: "plane",
      debug: true
    }
    var datGui = new dat.GUI()
    datGui.addColor(gui, 'ambientLight').onChange(e => {
      ambientLight.color = new THREE.Color(e)
    })
    datGui.addColor(gui, 'spotLight').onChange(e => {
      spotLight.color = new THREE.Color(e)
    })
    datGui.add(gui, 'lightY', 0, 100).onChange(e => {
      spotLight.position.y = gui.lightY
    })
    datGui.add(gui, 'distance', 0, 200).onChange(e => {
      spotLight.distance = e
    })
    datGui.add(gui, 'intensity', 0, 5).onChange(e => {
      spotLight.intensity = e
    })
    datGui.add(gui, 'visible').onChange(e => {
      spotLight.visible = e
    })
    datGui.add(gui, 'angle', 0, Math.PI * 2).onChange(e => {
      spotLight.angle = e
    })
    datGui.add(gui, 'castShadow').onChange(e => {
      spotLight.castShadow = e
    })
    datGui.add(gui, 'exponent', 0, 100).onChange(e => {
      spotLight.exponent = e
    })
    datGui.add(gui, 'debug').onChange(e => {
      if (e) {
        debug = new THREE.CameraHelper(spotLight.shadow.camera)
        scene.add(debug)
      }
      else {
        scene.remove(debug)
      }
    })
    datGui.add(gui, 'target', ['plane', 'cube']).onChange(e => {
      switch (e) {
        case 'plane':
          spotLight.target = plane
          break
        case 'cube':
          spotLight.target = cube
          break
      }
    })
  }
  var cube, plane
  var initModel = () => {
    var helper = new THREE.AxisHelper(10)
    scene.add(helper)

    var cubeGeometry = new THREE.BoxGeometry(10, 10, 10)
    var cubeMatrial = new THREE.MeshLambertMaterial({color: 0x00ffff})
    cube = new THREE.Mesh(cubeGeometry, cubeMatrial)
    // cube.position.set(30, 5, -5)
    cube.position.x = 30
    cube.position.y = 5
    cube.position.z = -5
    cube.castShadow = true
    scene.add(cube)

    var planeGeometry = new THREE.PlaneGeometry(100, 100)
    var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa})
    plane = new THREE.Mesh(planeGeometry, planeMaterial)
    plane.rotation.x = -0.5 * Math.PI
    plane.position.y = -0

    plane.receiveShadow = true
    scene.add(plane)
  }

  var stats
  var initStats = () => {
    stats = new Stats()
    document.body.appendChild(stats.dom)
  }
  var controls
  var initControls = () => {
    controls = new THREE.OrbitControls(camera, renderer.domElement)
    controls.enableDamping = true
  }
  var render = () => {
    renderer.render(scene, camera)
  }
  var onWindwosResize = () => {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    render()
    renderer.setSize(window.innerWidth, window.innerHeight)
  }
  var animate = () => {
    render()
    stats.update()
    controls.update()
    requestAnimationFrame(animate)
  }
  var draw = () => {
    initGui()
    initRender()
    initScene()
    initCamera()
    initLight()
    initModel()
    initControls()
    initStats()

    animate()

    window.onresize = onWindwosResize
  }
</script>
</html>

效果如下:
在这里插入图片描述

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