计算机图形学-纪念碑谷恶搞模型

本文展示了如何使用Three.js创建一个逼真的纪念碑谷风格模型,通过动画效果恶搞角色,实现灯光、材质和动态交互的实时演示。作者分享了关键代码片段,包括光照、纹理和动画控制,让你了解如何在WebGL环境中构建这种视觉奇观。
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纪念碑谷恶搞模型

效果展示

在这里插入图片描述

部分代码

.js

			var container = document.getElementById( 'container' );

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var renderer, scene, camera;

			var origin = new THREE.Vector3();
			var head,hat,bod,body,letf1,letfleg,right1,rightleg;
			var rectLight;
			var rectLightMesh;
			var mshStdBox;
			var param = {};
			var mshStdKnot;

			init();
			animate();

			function init() {

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.shadowMap.enabled = true;
				renderer.shadowMap.type = THREE.PCFSoftShadowMap;
				renderer.gammaInput = true;
				renderer.gammaOutput = true;
				document.body.appendChild( renderer.domElement );

				var gl = renderer.context;

				// Check for float-RT support
				// TODO (abelnation): figure out fall-back for float textures

				if ( ! gl.getExtension( 'OES_texture_float' ) ) {

					alert( 'OES_texture_float not supported' );
					throw 'missing webgl extension';

				}

				if ( ! gl.getExtension('OES_texture_float_linear' ) ) {

					alert( 'OES_texture_float_linear not supported' );
					throw 'missing webgl extension';

				}

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( 0, 20, 35 );

				scene = new THREE.Scene();

				var ambient = new THREE.AmbientLight( 0xffffff, 0.1 );
				scene.add( ambient );

				rectLight = new THREE.RectAreaLight( 0xffffff, 1, 10, 10 );
				rectLight.position.set( 5, 5, 0 );
				scene.add( rectLight );

				rectLightMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial() );
				rectLightMesh.scale.x = rectLight.width;
				rectLightMesh.scale.y = rectLight.height;
				rectLight.add( rectLightMesh );

				var rectLightMeshBack = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial( { color: 0x080808 } ) );
				rectLightMeshBack.rotation.y = Math.PI;
				rectLightMesh.add( rectLightMeshBack );

				

				var geoFloor = new THREE.BoxGeometry( 2000, 0.1, 2000 );
				var matStdFloor = new THREE.MeshStandardMaterial( { color: 0x808080, roughness: 0, metalness: 0 } );
				var mshStdFloor = new THREE.Mesh( geoFloor, matStdFloor );
				scene.add( mshStdFloor );

				var matStdObjects = new THREE.MeshStandardMaterial( { color: 0xffffff, roughness: 0, metalness: 0 } );


				var geometry = new THREE.SphereGeometry(1, 40, 40);
			    var material0 = new THREE.MeshLambertMaterial({
			      color: 0x000000, roughness: 0, metalness: 0 
			    }); //材质对象Material
			    head = new THREE.Mesh(geometry, material0); //网格模型对象Mesh
			    head.position.set(0,7,0);
			    head.castShadow = true;
				head.receiveShadow = true;
			    scene.add(head); //网格模型添加到场景中

			    var geometry1 = new THREE.ConeGeometry( 1.0, 4, 32 );
			    hat = new THREE.Mesh(geometry1, matStdObjects); //网格模型对象Mesh
			    hat.position.set(0,8.8,1);
			    hat.rotateX(Math.PI / 6);
			    scene.add(hat); //网格模型添加到场景中

			    var geometry2 = new THREE.ConeGeometry( 1.7, 4.5, 32 );
			    body = new THREE.Mesh(geometry2, matStdObjects); //网格模型对象Mesh
			    body.position.set(0,4.1,0);
			    scene.add(body); //网格模型添加到场景中

			    var geometry3 = new THREE.CylinderGeometry( 0.25, 0.2, 2.01, 8 );
			    letfleg = new THREE.Mesh( geometry3, matStdObjects);
			    letfleg.position.set(0.5,1,0);
			    scene.add(letfleg);
			    rightleg = new THREE.Mesh( geometry3, matStdObjects);
			    rightleg.position.set(-0.5,1,0);
			    scene.add(rightleg);

			    var geometry4 = new THREE.CylinderGeometry( 0.2, 0.2, 1, 32 );
			    var material4 = new THREE.MeshBasicMaterial( {color: 0x000000} );
			    bod = new THREE.Mesh( geometry4, material4);
			    bod.position.set(0,5.8,0);
			    scene.add(bod);

			    var geometry5 = new THREE.CylinderGeometry( 0.2, 0.25, 0.5, 32 );
			    var material5 = new THREE.MeshBasicMaterial( {color: 0x000000} );
			    letf1 = new THREE.Mesh( geometry5, material5);
			    letf1.position.set(0.5,0.26,0);
			    scene.add(letf1);
			    right1 = new THREE.Mesh( geometry5, material5);
			    right1.position.set(-0.5,0.26,0);
			    scene.add(right1);

			    var geometry5 = new THREE.CylinderGeometry( 0.25, 0.5, 5, 8 );
			    letf2 = new THREE.Mesh( geometry5, matStdObjects);
			    letf2.position.set(2.5,5,0);
			    letf2.rotateY(Math.PI / 2);
			    letf2.rotateX(Math.PI / 2);
			    scene.add(letf2);
			    right2 = new THREE.Mesh( geometry5,matStdObjects);
			    right2.position.set(-2.5,5,0);
			    right2.rotateY(Math.PI / 2);
			    right2.rotateX(Math.PI*3 / 2);
			    scene.add(right2);

				
   				const texture = new THREE.TextureLoader().load( "8.jpg" );
				texture.wrapS = THREE.RepeatWrapping;
				texture.wrapT = THREE.RepeatWrapping;
				texture.repeat.set( 1, 1 );
   				var material6 = new THREE.MeshBasicMaterial( {color: 0x000000,map:texture} );
				var geoSphere = new THREE.SphereGeometry( 1.5, 32, 32 );
				var mshStdSphere = new THREE.Mesh( geoSphere, material6 );
				mshStdSphere.position.set( - 5, 5, 0 );
				mshStdSphere.castShadow = true;
				mshStdSphere.receiveShadow = true;
				scene.add( mshStdSphere );

				var geometry = new THREE.DodecahedronGeometry(1.5);
				mshStdKnot = new THREE.Mesh( geometry, matStdObjects );
				mshStdKnot.position.set( 5, 5, 0 );
				mshStdKnot.castShadow = true;
				mshStdKnot.receiveShadow = true;
				scene.add( mshStdKnot );

				var controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.target.copy( head.position );
				controls.update();

				// GUI

				var gui = new dat.GUI( { width: 300 } );
				gui.open();

				param = {
					motion: true,
					width: rectLight.width,
					height: rectLight.height,
					color: rectLight.color.getHex(),
					intensity: rectLight.intensity,
					'ambient': ambient.intensity,
					'floor color': matStdFloor.color.getHex(),
					'object color': matStdObjects.color.getHex(),
					'roughness': matStdFloor.roughness,
					'metalness': matStdFloor.metalness
				};

				gui.add( param, 'motion' );

				var lightFolder = gui.addFolder( 'Light' );

				lightFolder.add( param, 'width', 1, 20 ).step( 0.1 ).onChange( function ( val ) {

					rectLight.width = val;
					rectLightMesh.scale.x = val;

				} );

				lightFolder.add( param, 'height', 1, 20 ).step( 0.1 ).onChange( function ( val ) {

					rectLight.height = val;
					rectLightMesh.scale.y = val;

				} );

				lightFolder.addColor( param, 'color' ).onChange( function ( val ) {

					rectLight.color.setHex( val );
					rectLightMesh.material.color.copy( rectLight.color ).multiplyScalar( rectLight.intensity );

				} );

				lightFolder.add( param, 'intensity', 0.0, 4.0 ).step( 0.01 ).onChange( function ( val ) {

					rectLight.intensity = val;
					rectLightMesh.material.color.copy( rectLight.color ).multiplyScalar( rectLight.intensity );

				} );

				lightFolder.add( param, 'ambient', 0.0, 0.2 ).step( 0.01 ).onChange( function ( val ) {

					ambient.intensity = val;

				} );

				lightFolder.open();

				var standardFolder = gui.addFolder( 'Standard Material' );

				standardFolder.addColor( param, 'floor color' ).onChange( function ( val ) {

					matStdFloor.color.setHex( val );

				} );

				standardFolder.addColor( param, 'object color' ).onChange( function ( val ) {

					matStdObjects.color.setHex( val );

				} );

				standardFolder.add( param, 'roughness', 0.0, 1.0 ).step( 0.01 ).onChange( function ( val ) {

					matStdObjects.roughness = val;
					matStdFloor.roughness = val;

				} );

				// TODO (abelnation): use env map to reflect metal property
				standardFolder.add( param, 'metalness', 0.0, 1.0 ).step( 0.01 ).onChange( function ( val ) {

					matStdObjects.metalness = val;
					matStdFloor.metalness = val;

				} );

				standardFolder.open();

				window.addEventListener( 'resize', onResize, false );

				
			}

			function onResize() {

				renderer.setSize( window.innerWidth, window.innerHeight );
				camera.aspect = ( window.innerWidth / window.innerHeight );
				camera.updateProjectionMatrix();

			}

			function animate() {

				requestAnimationFrame( animate );

				if ( param.motion ) {

					var t = ( Date.now() / 2000 );

					// move light in circle around center
					// change light height with sine curve

					var r = 15.0;

					var lx = r * Math.cos( t );
					var lz = r * Math.sin( t );

					var ly = 5.0 + 5.0 * Math.sin( t / 3.0 );

					rectLight.position.set( lx, ly, lz );
					rectLight.lookAt( origin );
					head.rotateY(0.001*t);hat.rotateY(0.001*t);
					bod.rotateY(0.001*t);
					body.rotateY(0.001*t);
					letf1.rotateY(0.001*t);
					letfleg.rotateY(0.001*t);
					right1.rotateY(0.001*t);
					rightleg.rotateY(0.001*t);
					mshStdKnot.rotateY(0.001*t);
				}

				renderer.render( scene, camera );

			}

.html

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>纪念</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background-color: #000;
				margin: 0px;
				overflow: hidden;
			}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
			}

			a {
				color: #ff0080;
				text-decoration: none;
			}

			a:hover {
				color: #0080ff;
			}
		</style>
	</head>
	<body>

		<div id="container"></div>
		
		<script src="../Common/three.js"></script>
		<script src="../Common/RectAreaLightUniformsLib.js"></script>
		<script src="../Common/OrbitControls.js"></script>
		<script src="../Common/dat.gui.min.js"></script>
		<script src="../Common/stats.min.js"></script>
		<script src="../Common/Detector.js"></script>

		<script src="11.js"></script>
	</body>
</html>

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