three.js 使用对象组合


<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">

</body>
<script src="/lib/three.js"></script>
<script src="/lib/js/controls/OrbitControls.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>
<script>
    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        renderer.shadowMap.enabled = true;
        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
        document.body.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
        camera.position.set(0, 40, 50);
        camera.lookAt(new THREE.Vector3(0,0,0));
    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }

    //初始化dat.GUI简化试验流程
    var gui;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {
            sphereX:-5, //球的x轴的位置
            sphereY:5, //球的y轴的位置
            sphereZ:0, //球的z轴的位置
            sphereScale:1, //球的缩放

            cubeX:15, //立方体的x轴位置
            cubeY:5, //立方体的y轴位置
            cubeZ:-5, //立方体的z轴的位置
            cubeScale:1, //立方体的缩放

            groupX:0, //模型组的x轴位置
            groupY:0, //模型组的y轴位置
            groupZ:0, //模型组的z轴的位置
            groupScale:1, //模型组的缩放

            grouping:false, //是否整个模型组旋转
            rotate:false, //是否旋转
        };
        var datGui = new dat.GUI();
        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)

        //球型的操作
        var sphereFolder = datGui.addFolder("sphere");
        sphereFolder.add(gui,"sphereX",-30,30).onChange(function (e) {
            sphere.position.x = e;
        });
        sphereFolder.add(gui,"sphereY",-30,30).onChange(function (e) {
            sphere.position.y = e;
        });
        sphereFolder.add(gui,"sphereZ",-30,30).onChange(function (e) {
            sphere.position.z = e;
        });
        sphereFolder.add(gui,"sphereScale",0,3).onChange(function (e) {
            sphere.scale.set(e, e, e);
        });

        //立方体的操作
        var cubeFolder = datGui.addFolder("cube");
        cubeFolder.add(gui,"cubeX",-30,30).onChange(function (e) {
            cube.position.x = e;
        });
        cubeFolder.add(gui,"cubeY",-30,30).onChange(function (e) {
            cube.position.y = e;
        });
        cubeFolder.add(gui,"cubeZ",-30,30).onChange(function (e) {
            cube.position.z = e;
        });
        cubeFolder.add(gui,"cubeScale",0,3).onChange(function (e) {
            cube.scale.set(e, e, e);
        });

        //场景组的操作
        var groupFolder = datGui.addFolder("group");
        groupFolder.add(gui,"groupX",-30,30).onChange(function (e) {
            group.position.x = e;
        });
        groupFolder.add(gui,"groupY",-30,30).onChange(function (e) {
            group.position.y = e;
        });
        groupFolder.add(gui,"groupZ",-30,30).onChange(function (e) {
            group.position.z = e;
        });
        groupFolder.add(gui,"groupScale",0,3).onChange(function (e) {
            group.scale.set(e, e, e);
        });

        //添加旋转功能
        datGui.add(gui, "grouping");
        datGui.add(gui, "rotate");
    }

    var light;
    function initLight() {
        scene.add(new THREE.AmbientLight(0x444444));

        light = new THREE.PointLight(0xffffff);
        light.position.set(15,50,10);

        //告诉平行光需要开启阴影投射
        light.castShadow = true;

        scene.add(light);
    }

    var sphere,cube,group;
    function initModel() {

        //模型组
        group = new THREE.Object3D();
        scene.add(group);

        //球
        var sphereGeometry = new THREE.SphereGeometry(5,200,200);
        var sphereMaterial = new THREE.MeshLambertMaterial({color:0xaaaaaa});

        sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
        sphere.position.x = -5;
        sphere.position.y = 5;

        //告诉球需要投射阴影
        sphere.castShadow = true;

        group.add(sphere);

        //辅助工具
        var helper = new THREE.AxisHelper(50);
        scene.add(helper);

        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10,10,8);
        var cubeMaterial = new THREE.MeshLambertMaterial({color:0x00ffff});

        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.position.x = 15;
        cube.position.y = 5;
        cube.position.z = -5;

        //告诉立方体需要投射阴影
        cube.castShadow = true;

        group.add(cube);

        //底部平面
        var planeGeometry = new THREE.PlaneGeometry(100,100);
        var planeMaterial = new THREE.MeshStandardMaterial({color:0xaaaaaa});

        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = - 0.5 * Math.PI;
        plane.position.y = -0;

        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;

        scene.add(plane);

    }

    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls;
    function initControls() {

        controls = new THREE.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 = false;
        //设置相机距离原点的最远距离
        controls.minDistance  = 100;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    var step = 0.02; //模型旋转的速度
    function render() {

        //判断当前是否自动旋转
        if(gui.rotate){
            //判断是单个模型自转,还是模型组自转
            if(gui.grouping){
                group.rotation.y += step;
            }
            else{
                sphere.rotation.y += step;
                cube.rotation.y += step;
            }
        }

        renderer.render( scene, camera );
    }

    //窗口变动触发的函数
    function onWindowResize() {

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

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        controls.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>

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