欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页

Three.js入门学习

程序员文章站 2022-05-23 14:00:41
...

Three.js入门

定义

Three.js是基于原生WebGL封装运行的三维引擎,在所有WebGL引擎中,Three.js是国内文资料最多、使用最广泛的三维引擎。

资源结构

Three.js入门学习

引入方式
  1. 相对路径引入
<script src="./three.js"></script>
  1. 绝对路径远程加载
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
开始第一个three.js项目

 - 创建场景对象scene
 - 创建网格模型
 - 设置光源
 - 设置相机
 - 创建渲染器对象

//创建场景对象scene
var scene = new THREE.Scene();
//创建网格模型
//创建一个立方体几何对象Geometry
var geometry = new THREE.BoxGeometry(100, 100, 100);  
// 创建材质对象
 var mesh = new THREE.Mesh(geometry, material); 
// 将网格模型添加到场景中
scene.add(mesh)
//设置光源
// 光源类型
//点光源
var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中


//设置相机
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);
three.js程序结构

Three.js入门学习

常用材质介绍
  • 点材质 – PointMaterial
  • 线材质
    1. LineBasicMaterial 线基础材质
    2. LineDashedMaterial 虚线材质
  • 网格材质
    1. MeshBasicMaterial 网格基础材质
    2. MeshLamberMaterial 网格lamber材质 暗淡、瞒反射
    3. MeshPhonegMaterial 网格Phong材质 高亮表面、镜面反射
    4. MeshDepthMaterial 网格深度材质
    5. MeshNormalMaterial 网格法向量材质
    6. PBR材质
  • 精灵材质 SpriteMaterial
  • 自定义着色器材质
    1. RawShadderMaterial
    2. ShaderMaterial
常用光源
  1. 环境光 AmbientLight
//环境光:环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);//环境光对象添加到scene场景中
  1. 平行光 DirectionalLight
// 平行光
var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
// 设置光源的方向:通过光源position属性和目标指向对象的position属性计算
directionalLight.position.set(80, 100, 50);
// 方向光指向对象网格模型mesh2,可以不设置,默认的位置是0,0,0
directionalLight.target = mesh2;
scene.add(directionalLight);
  1. 点光源 PointLight
//点光源
var point = new THREE.PointLight(0xffffff);
//设置点光源位置,改变光源的位置
point.position.set(400, 200, 300);
scene.add(point);
  1. 聚光灯光源 SpotLight
// 聚光光源
var spotLight = new THREE.SpotLight(0xffffff);
// 设置聚光光源位置
spotLight.position.set(200, 200, 200);
// 聚光灯光源指向网格模型mesh2
spotLight.target = mesh2;
// 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
  1. 基类Light
常见几何体

Three.js入门学习

常用曲线

Three.js入门学习
上两图摘自 http://www.webgl3d.cn/Three.js/

案例

  1. Three.js入门学习
<!DOCTYPE html>
<html>

<head>
    <meta charset=utf-8>
    <title>My first three.js app</title>
    <style>
        body {
            margin: 0;
        }
        
        canvas {
            width: 100%;
            height: 100%
        }
    </style>
</head>

<body>
    <script src="js/three.js"></script>
    <script>
        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
        var geometry = new THREE.BoxGeometry(1, 1, 1);

        var material = new THREE.MeshLambertMaterial({
            color: 0x00ff00
        });
        var cube = new THREE.Mesh(geometry, material);
        scene.add(cube);

        camera.position.z = 5;
        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight)

        function animate() {
            requestAnimationFrame(animate);
            cube.rotation.x += 0.01;
            cube.rotation.y += 0.04;
            renderer.render(scene, camera);

            renderer.setClearColor(new THREE.Color(0x0023a0, 1.0));
            renderer.shadowMap.enabled = true;
        }
        animate();
    </script>
</body>

</html>
  1. Three.js入门学习
 var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30
        camera.lookAt(scene.position);
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
        renderer.setClearColor(new THREE.Color(0x000000));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        var axes = new THREE.AxesHelper(20);
        scene.add(axes);
        var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1);
        var planeMaterial = new THREE.MeshLambertMaterial({
            color: 0xcccccc
        });
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 15
        plane.position.y = 0
        plane.position.z = 0
        scene.add(plane);
        plane.receiveShadow = true;
        var geometry = new THREE.BoxGeometry(4, 4, 4);
        var material = new THREE.MeshLambertMaterial({
            color: 0x00ff00
        });
        var cube = new THREE.Mesh(geometry, material);
        cube.position.x = 0;
        cube.position.y = 2;
        cube.position.z = 0;
        cube.castShadow = true;
        scene.add(cube);
        const light = new THREE.DirectionalLight('#5fe', 1)
        light.position.set(10, 10, 20)
        var spotLight = new THREE.PointLight(0x33ffff);
        spotLight.position.set(40, 10, 30);
        spotLight.shadowCameraNear = 2;
        spotLight.shadowCameraFar = 200;
        spotLight.distance = 0;
        spotLight.angle = 0.4;
        scene.add(light);
        scene.add(spotLight)
        spotLight.castShadow = true;
        var stats = new Stats();
        stats.showPanel(0);
        document.body.appendChild(stats.dom);
        var sphereGeometry = new THREE.SphereGeometry(4, 100, 100)
        var sphereMeterial = new THREE.MeshLambertMaterial({
            color: '#d4237a'
        })
        sphere = new THREE.Mesh(sphereGeometry, sphereMeterial)
        sphere.position.x = 8;
        sphere.position.y = 6;
        sphere.position.z = 2;
        sphere.castShadow = true;
        scene.add(sphere);
        var sphereGeometry2 = new THREE.SphereGeometry(3, 30, 30)
        var sphereMeterial2 = new THREE.MeshLambertMaterial({
            color: '#abf45a'
        })
        sphere2 = new THREE.Mesh(sphereGeometry2, sphereMeterial2)
        sphere2.position.x = 0;
        sphere2.position.y = 1;
        sphere2.position.z = 5;
        sphere2.castShadow = true;
        scene.add(sphere2);
        var step = 0;
        var step2 = 0;

        function animate() {

            cube.rotation.x += 0.09;
            cube.rotation.y += 0.04;
            // sphere.position.x = 20 + (10 * Math.cos(step));
            sphere.position.y = 2 + (10 * Math.abs(Math.sin(step)))
            step += 0.02
            step2 += 0.05
            sphere2.position.x = 2 + (10 * Math.cos(step2));
            sphere2.position.z = 2 + (10 * Math.abs(Math.sin(step2)))
            requestAnimationFrame(animate);
            renderer.render(scene, camera);


            renderer.shadowMap.enabled = true;
        }
        animate();
  1. Three.js入门学习
    贴图采用base64编码,太长了,代码省略了
 var scene = new THREE.Scene() //初始化场景
        var camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 100000);
        camera.position.set(50, 20, 1500);
        var renderer = new THREE.WebGLRenderer({
            alpha: true,
            antialias: true
        })
        renderer.setSize(window.innerWidth, window.innerHeight);
        var orbitcontrols = new THREE.OrbitControls(camera, renderer.domElement);
        document.body.appendChild(renderer.domElement);
        var sunTexture = THREE.ImageUtils.loadTexture('编码', {}, function() {
            renderer.render(scene, camera);
        }))
        var earthTexture = THREE.ImageUtils.loadTexture('编码', {}, function() {
            renderer.render(scene, camera);
        })
        var sphereGeometry = new THREE.SphereGeometry(20, 30, 30)
        var sphereMaterial = new THREE.MeshBasicMaterial({
            map: sunTexture
        })
        centerBall = new THREE.Mesh(sphereGeometry, sphereMaterial);
        scene.add(centerBall)
        var eartheGeometry = new THREE.SphereGeometry(120, -30, -30)
        var earthMaterial = new THREE.MeshBasicMaterial({
            map: earthTexture
        })
        centerBall2 = new THREE.Mesh(eartheGeometry, earthMaterial);
        scene.add(centerBall2)
        var generateSprite = function(color) {
            var canvas = document.createElement('canvas');
            canvas.width = 16;
            canvas.height = 16;
            var context = canvas.getContext('2d');
            var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2)
            gradient.addColorStop(0, 'rgba(' + color + ',1)');
            gradient.addColorStop(0.2, 'rgba(' + color + ',1)');
            gradient.addColorStop(0.4, 'rgba(' + color + ',.6)');
            gradient.addColorStop(1, 'rgba(0,0,0,0)');
            context.fillSTylel = gradient;
            context.fillRect(0, 0, canvas.width, canvas.height);
            return canvas;
        }
        var sunSpriteColor = '15,120,155'
        var SpriteMaterial = new THREE.SpriteMaterial({
            map: new THREE.CanvasTexture(generateSprite(sunSpriteColor)),
            blending: THREE.AdditiveBlending
        })
        var centerBallLite = new THREE.Sprite(SpriteMaterial);
        centerBallLite.scale.x = centerBallLite.scale.y = centerBallLite.scale.z = 250;
        scene.add(centerBallLite);
        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight)
        centerBall.position.y = 60
        centerBall2.position.x = 160

        centerBall.position.x = 160
        centerBall2.position.y = -60
        var step2 = 0;

        function animate() {
            requestAnimationFrame(animate);
            // centerBall.rotation.x += 0.01;
            centerBall.rotation.y += 0.04;
            centerBall2.rotation.y += 200;
            step2 += 0.1;
            centerBall2.position.x = 22 + (10 * Math.cos(step2));
            centerBall2.position.z = 2 + (10 * Math.abs(Math.sin(step2)));
            renderer.render(scene, camera);
            renderer.shadowMap.enabled = true;
        }
        animate();
        
相关标签: Three.js