学习threejs,模拟窗户光源

👨‍⚕️ 主页: gis分享者
👨‍⚕️ 感谢各位大佬 点赞👍 收藏⭐ 留言📝 加关注✅!
👨‍⚕️ 收录于专栏:threejs gis工程师



一、🍀前言

本文详细介绍如何基于threejs在三维场景中模拟窗户光源,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环境光源,scene场景加入环境光源,初始化THREE.RectAreaLight窗户光源,设置窗户光源位置,设置窗户光源方向,scene添加窗户光源
  • 5、初始化gui工具,定义控制灯光和投影的函数
  • 6、加载几何模型:创建SphereGeometry球体、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、gui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>learn16(模拟窗户光源)</title>
    <script src="lib/threejs/127/three.js-master/build/three.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/lights/RectAreaLightUniformsLib.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/jsm/helpers/RectAreaLightHelper.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.shadowMap.enabled = true
    renderer.shadowMap.type = THREE.PCFSoftShadowMap
    renderer.setSize(window.innerWidth, window.innerHeight)
    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 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 rectLight, rectLightHelper
  var initLight = () => {
    var ambientLight = new THREE.AmbientLight(0x111111)
    scene.add(ambientLight)
    rectLight = new THREE.RectAreaLight(0xffffff, 500, 10, 10)
    rectLight.position.set(5, 10, -20)
    rectLight.lookAt( 0, 0, 0 )
    scene.add(rectLight)
    // rectLightHelper = new THREE.RectAreaLightHelper(rectLight)
    // scene.add(rectLightHelper)
  }
  var cube, sphere, plane
  var initModel = () => {
    var helper = new THREE.AxisHelper(10)
    scene.add(helper)

    var sphereGeometry = new THREE.SphereGeometry(10, 30, 30)
    var sphereMaterial = new THREE.MeshStandardMaterial({color: 0xff00ff})
    sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)
    sphere.position.set(-20, 20, 0)
    sphere.castShadow = true
    scene.add(sphere)

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

    var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20)
    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 gui
  var initGui = () => {
    gui = {
      motion: true,
      width: rectLight.width,
      height: rectLight.height,
      color: rectLight.color.getHex(),
      intensity: rectLight.intensity
    }
    var datGui = new dat.GUI()
    datGui.add(gui, 'width', 0.1, 100).onChange(e => {
      rectLight.width = e
    })
    datGui.add(gui, 'height', 0.1, 100).onChange(e => {
      rectLight.height = e
    })
    datGui.addColor(gui, 'color').onChange(e => {
      rectLight.color.setHex(e)
    })
    datGui.add(gui, 'intensity', 0, 1000).onChange(e => {
      rectLight.intensity = e
    })
    datGui.open()
  }
  var render = () => {
    // rectLightHelper.update()
    renderer.render(scene, camera)
  }
  var onWindowResize = () => {
    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 = () => {
    initRender()
    initScene()
    initCamera()
    initLight()
    initModel()
    initControls()
    initStats()
    initGui()

    animate()
    window.onresize = onWindowResize
  }
</script>
</html>

效果如下:
在这里插入图片描述

评论 9
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

gis分享者

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值