渲染场景
1.简单渲染一个盒子
// 引入three方式
import { Scene, ... } from 'three
// dom是我要渲染的元素
const height = dom.offsetHeight
const width = dom.offsetWidth
// 添加相机
const camera = new PerspectiveCamera( 45, width / height, 1, 10000 )
camera.position.z = 5;
const renderer = new WebGLRenderer();
renderer.setClearColor(0xcccccc, 1)
renderer.setSize( width, height )
const scene = new Scene();
const geometry = new BoxGeometry();
const material = new MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new Mesh( geometry, material );
scene.add(cube)
dom.appendChild(renderer.domElement);
renderer.render( scene, camera )
后面就想添加一个地平线网格,重点,后面添加之后一直是黑色,最后才知道是没有添加灯光
下面添加地平线和灯光
//添加地板割线
const grid = new GridHelper( 100, 50, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
// 添加灯光
scene.add(new AmbientLight(0x444444, 2));
const light = new DirectionalLight(0xffffff);
light.position.set(0, 20, 10 );
light.castShadow = true;
light.shadow.camera.top = 10;
light.shadow.camera.bottom = -10;
light.shadow.camera.left = -10;
light.shadow.camera.right = 10;
//告诉平行光需要开启阴影投射
light.castShadow = true;
scene.add(light);
现在是不是在页面只看到一根线,别着急,呢是因为没有调整相机的视角,设置下面配置
camera.position.set(0, 40, 50);
是不是就可以呈现了,想鼠标控制拖动需要添加控制器配置
//需要单独引入
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
function initControls() {
const controls = new OrbitControls( camera, renderer.domElement );
// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
// controls.autoRotate = true;
controls.autoRotateSpeed = 0.5;
//设置相机距离原点的最远距离
// controls.minDistance = 1;
//设置相机距离原点的最远距离
controls.maxDistance = 2000;
//是否开启右键拖拽
controls.enablePan = true;
}
2.给盒子模型添加事件,点击变色
// 添加事件
const raycaster = new Raycaster()
dom.addEventListener('click', function (event) {
console.log(dom)
console.log(event, height, width)
const { offsetX, offsetY } = event
const x = ( offsetX / width ) * 2 - 1;
const y = - ( offsetY / height ) * 2 + 1;
const vector2 = new Vector2(x, y)
raycaster.setFromCamera( vector2, camera );
const intersencts = raycaster.intersectObjects([cube], true)
console.log(intersencts)
if (!intersencts.length) return
cube.material.color.set(0xcccccc)
})
添加事件intersectObjects方法的第一个参数一定是一个数组
3.导入外部模型
// 导入外部模型
const loader = new GLTFLoader();
loader.load("source/3D/Soldier.glb", (geometry) => {
console.log(geometry)
scene.add(geometry.scene)
})
threejs还有很多属性,后期踩坑的路还很长…