three.js多场景多元素

此博客介绍了如何使用three.js和WebGL在网页上创建40个交互式3D场景,每个场景包含随机几何体,用户可以通过 OrbitControls 进行视角调整。通过CSS布局,不同场景元素独立显示并响应滚动。
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - multiple elements</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
		<style>
			* {
				box-sizing: border-box;
				-moz-box-sizing: border-box;
			}

			body {
				background-color: #fff;
				color: #444;
			}

			a {
				color: #08f;
			}

			#content {
				position: absolute;
				top: 0; width: 100%;
				z-index: 1;
				padding: 3em 0 0 0;
			}

			#c {
				position: absolute;
				left: 0;
				width: 100%;
				height: 100%;
			}

			.list-item {
				display: inline-block;
				margin: 1em;
				padding: 1em;
				box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
			}

			.list-item > div:nth-child(1) {
				width: 200px;
				height: 200px;
			}

			.list-item > div:nth-child(2) {
				color: #888;
				font-family: sans-serif;
				font-size: large;
				width: 200px;
				margin-top: 0.5em;
			}
		</style>
	</head>
	<body>

		<canvas id="c"></canvas>

		<div id="content">
			<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements - webgl</div>
		</div>

		<script type="module">

			import * as THREE from '../build/three.module.js';

			import { OrbitControls } from './jsm/controls/OrbitControls.js';

			let canvas, renderer;

			const scenes = [];

			init();
			animate();

			function init() {

				canvas = document.getElementById( "c" );

				const geometries = [
					new THREE.BoxGeometry( 1, 1, 1 ),
					new THREE.SphereGeometry( 0.5, 12, 8 ),
					new THREE.DodecahedronGeometry( 0.5 ),
					new THREE.CylinderGeometry( 0.5, 0.5, 1, 12 )
				];

				const content = document.getElementById( 'content' );

				for ( let i = 0; i < 40; i ++ ) {

					const scene = new THREE.Scene();

					// make a list item
					const element = document.createElement( 'div' );
					element.className = 'list-item';

					const sceneElement = document.createElement( 'div' );
					element.appendChild( sceneElement );

					const descriptionElement = document.createElement( 'div' );
					descriptionElement.innerText = 'Scene ' + ( i + 1 );
					element.appendChild( descriptionElement );

					// the element that represents the area we want to render the scene
					scene.userData.element = sceneElement;
					content.appendChild( element );

					const camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
					camera.position.z = 2;
					scene.userData.camera = camera;

					const controls = new OrbitControls( scene.userData.camera, scene.userData.element );
					controls.minDistance = 2;
					controls.maxDistance = 5;
					controls.enablePan = false;
					controls.enableZoom = false;
					scene.userData.controls = controls;

					// add one random mesh to each scene
					const geometry = geometries[ geometries.length * Math.random() | 0 ];

					const material = new THREE.MeshStandardMaterial( {

						color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
						roughness: 0.5,
						metalness: 0,
						flatShading: true

					} );

					scene.add( new THREE.Mesh( geometry, material ) );

					scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );

					const light = new THREE.DirectionalLight( 0xffffff, 0.5 );
					light.position.set( 1, 1, 1 );
					scene.add( light );

					scenes.push( scene );

				}


				renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
				renderer.setClearColor( 0xffffff, 1 );
				renderer.setPixelRatio( window.devicePixelRatio );

			}

			function updateSize() {

				const width = canvas.clientWidth;
				const height = canvas.clientHeight;

				if ( canvas.width !== width || canvas.height !== height ) {

					renderer.setSize( width, height, false );

				}

			}

			function animate() {

				render();
				requestAnimationFrame( animate );

			}

			function render() {

				updateSize();

				canvas.style.transform = `translateY(${window.scrollY}px)`;

				renderer.setClearColor( 0xffffff );
				renderer.setScissorTest( false );
				renderer.clear();

				renderer.setClearColor( 0xe0e0e0 );
				renderer.setScissorTest( true );

				scenes.forEach( function ( scene ) {

					// so something moves
					scene.children[ 0 ].rotation.y = Date.now() * 0.001;

					// get the element that is a place holder for where we want to
					// draw the scene
					const element = scene.userData.element;

					// get its position relative to the page's viewport
					const rect = element.getBoundingClientRect();

					// check if it's offscreen. If so skip it
					if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
						 rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {

						return; // it's off screen

					}

					// set the viewport
					const width = rect.right - rect.left;
					const height = rect.bottom - rect.top;
					const left = rect.left;
					const bottom = renderer.domElement.clientHeight - rect.bottom;

					renderer.setViewport( left, bottom, width, height );
					renderer.setScissor( left, bottom, width, height );

					const camera = scene.userData.camera;

					//camera.aspect = width / height; // not changing in this example
					//camera.updateProjectionMatrix();

					//scene.userData.controls.update();

					renderer.render( scene, camera );

				} );

			}

		</script>

	</body>
</html>

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