父类Object3D–父类Light–子类–AmbientLight环境光-DirectionalLight平行光-PointLight点光源
SpotLight聚光灯光
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>three.js文件_WebGL投影</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<!--引入three.js三维引擎-->
<script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/build/three.min.js"></script>
<!--<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>-->
<!-- <script src="./three.js"></script> -->
<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
//1 声明对象---Geometry
// 网格模型材质设置为白色
var geometry = new THREE.BoxGeometry(40, 100, 40);
var material = new THREE.MeshLambertMaterial({
color: 0x0000ff
});
var mesh = new THREE.Mesh(geometry, material);
// mesh.position.set(0,0,0)
scene.add(mesh);
// 设置产生投影的网格模型
mesh.castShadow = true;
//创建一个平面几何体作为投影面
var planeGeometry = new THREE.PlaneGeometry(300, 200);
var planeMaterial = new THREE.MeshLambertMaterial({
color: 0x999999
});
// 平面网格模型作为投影面
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(planeMesh); //网格模型添加到场景中
planeMesh.rotateX(-Math.PI / 2); //旋转网格模型
planeMesh.position.y = -50; //设置网格模型y坐标
// 设置接收阴影的投影面
planeMesh.receiveShadow = true;
<!-- // 方向光 -->
<!-- var directionalLight = new THREE.DirectionalLight(0xffffff, 1); -->
<!-- // 设置光源位置 -->
<!-- directionalLight.position.set(60, 100, 40); -->
<!-- scene.add(directionalLight); -->
<!-- // 设置用于计算阴影的光源对象 -->
<!-- directionalLight.castShadow = true; -->
<!-- // 设置计算阴影的区域,最好刚好紧密包围在对象周围 -->
<!-- // 计算阴影的区域过大:模糊 过小:看不到或显示不完整 -->
<!-- directionalLight.shadow.camera.near = 0.5; -->
<!-- directionalLight.shadow.camera.far = 300; -->
<!-- directionalLight.shadow.camera.left = -50; -->
<!-- directionalLight.shadow.camera.right = 50; -->
<!-- directionalLight.shadow.camera.top = 200; -->
<!-- directionalLight.shadow.camera.bottom = -100; -->
<!-- // 设置mapSize属性可以使阴影更清晰,不那么模糊 -->
<!-- // directionalLight.shadow.mapSize.set(1024,1024) -->
<!-- console.log(directionalLight.shadow.camera) -->
// 聚光光源
var spotLight = new THREE.SpotLight(0xffffff);
// 设置聚光光源位置
spotLight.position.set(50, 90, 50);
// 设置聚光光源发散角度
spotLight.angle = Math.PI /6
scene.add(spotLight); //光对象添加到scene场景中
// 设置用于计算阴影的光源对象
spotLight.castShadow = true;
// 设置计算阴影的区域,注意包裹对象的周围
spotLight.shadow.camera.near = 1;
spotLight.shadow.camera.far = 300;
spotLight.shadow.camera.fov = 20;
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
//执行渲染操作 指定场景、相机作为参数
renderer.render(scene, camera);
</script>
</body>
</html>
http://www.yanhuangxueyuan.com/Three.js/