这个小案例是当初我在学习的时候,小的一个小案例,代码还需要进一步优化;还请谅解~~;主要用到了threeJS创建mesh,创建平面,设置mesh的平移,旋转、缩放、自传、透明度、拉伸等这些小功能;
(点击每个mesh,mesh的颜色会变为红色)
点击
1 需要加载这些相关的js文件
2 下面是实现的一些小功能
3 下面是相关代码,代码还没有优化,请谅解~~(具体的每一个小功能后面我都会进行一一讲解)
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
// once everything is loaded, we run our Three.js stuff.
$(function () {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var renderer;
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColorHex(0xEEEEEE, 1.0);
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true;
var canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setSize(window.innerWidth, window.innerHeight);
renderer = webGLRenderer;
var groundGeom = new THREE.PlaneGeometry(100, 100, 4, 4);
var groundMesh = new THREE.Mesh(groundGeom, new THREE.MeshBasicMaterial({ color: 0x777777 }));
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.y = -20;
scene.add(groundMesh);
var sphereGeometry = new THREE.SphereGeometry(14, 20, 20);
var cubeGeometry = new THREE.CubeGeometry(15, 15, 15);
var planeGeometry = new THREE.PlaneGeometry(14, 14, 4, 4);
var meshMaterial = new THREE.MeshNormalMaterial({ color: 0x7777ff });
var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);
var cube = new THREE.Mesh(cubeGeometry, meshMaterial);
var plane = new THREE.Mesh(planeGeometry, meshMaterial);
// position the sphere
sphere.position.x = 0;
sphere.position.y = 3;
sphere.position.z = 2;
for (var f = 0, fl = sphere.geometry.faces.length; f < fl; f++) {
var face = sphere.geometry.faces[f];
var arrow = new THREE.ArrowHelper(
face.normal,
face.centroid,
2,
0x3333FF);
sphere.add(arrow);
}
cube.position = sphere.position;
plane.position = sphere.position;
// add the sphere to the scene
scene.add(cube);
// position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(10, 0, 0));
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// add the output of the renderer to the html element
$("#WebGL-output").append(renderer.domElement);
// call the render function
var step = 0;
var oldContext = null;
var controls = new function () {
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03;
this.opacity = meshMaterial.opacity;
this.transparent = meshMaterial.transparent;
this.visible = meshMaterial.visible;
this.side = "front";
this.wireframe = meshMaterial.wireframe;
this.wireframeLinewidth = meshMaterial.wireframeLinewidth;
this.selectedMesh = "cube";
this.shadow = "flat";
}
var gui = new dat.GUI();
var spGui = gui.addFolder("Mesh");
spGui.add(controls, 'opacity', 0, 1).onChange(function (e) {
meshMaterial.opac