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涉及的知识点博主已经从three源码库里面摘要出来放在对应的注释里面
今天学习Helper里面的HemisphereLightHelper助手!
顺便加入了鼠标控制相机的组件OrbitControls,不懂可以先忽略!
效果图:
代码:
<html>
<head>
<title>threeJS-Helper09-HemisphereLightHelper(半球光助手)</title>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%
}
</style>
</head>
<body>
<script src="../../../build/three.js"></script>
<script src="../../js/controls/OrbitControls.js"></script>
<script>
var camera, scene, renderer, geometry, material, animate, controls; //常用变量
var cube, light, helper; //自定义对象变量
var target = new THREE.Vector3(0, 0, 0);
init();
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xcfcfcf);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 50, 150);
camera.lookAt(target);
camera.updateProjectionMatrix(); //相机更新
// HemisphereLight( skyColor, groundColor, intensity )
light = new THREE.HemisphereLight(0xFFFFFF, 5);
light.position.set(20, 20, 50);
// HemisphereLightHelper( light:可视化的光, size:用于可视化光的网格的大小, color:(可选)如果这不是设置,则帮助器将采用光的颜色 )
var helper02 = new THREE.HemisphereLightHelper(light, 5);
scene.add(helper02);
// PolarGridHelper( radius:标网格的半径, radials:径向线的数量, circles:圆圈数,
// divisions:每个圆圈使用的线段数, color1:用于网格元素的第一种颜色, color2:用于网格元素的第一种颜色 )
var radius = 100;
var radials = 16;
var circles = 8;
var divisions = 64;
var PolarGridHelper = new THREE.PolarGridHelper(radius, radials, circles, divisions);
PolarGridHelper.position.set(0, -20, 0)
scene.add(PolarGridHelper)
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//OrbitControls控件操作模块
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', function () {
renderer.render(scene, camera);
});
// BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments )
geometry = new THREE.BoxGeometry(30, 30, 30, 3, 3, 3);
material = new THREE.MeshBasicMaterial({
color: 0xcfffff,
wireframe: false
}); //wireframe默认为false
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
</script>
</body>
</html>