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@@ -4,6 +4,9 @@
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<script setup>
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import * as THREE from "three";
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import * as SceneUtils from "three/examples/jsm/utils/SceneUtils";
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+import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
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+import Stats from "three/examples/jsm/libs/stats.module";
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+import * as dat from "dat.gui";
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import { onMounted, ref } from "vue";
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/**
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@@ -11,86 +14,369 @@ import { onMounted, ref } from "vue";
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*/
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const wrap = ref();
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-const [canvasW, canvasH] = [1000, 500];
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+const [canvasW, canvasH] = [1500, 500];
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-onMounted(() => {
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- var scene = new THREE.Scene();
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- var camera = new THREE.PerspectiveCamera(50, canvasW / canvasH, 0.1, 1000);
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- camera.position.set(10, 10, 10);
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- var renderer = new THREE.WebGLRenderer();
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- renderer.setSize(canvasW, canvasH);
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+let renderer;
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+function initRender() {
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+ renderer = new THREE.WebGLRenderer({ antialias: true });
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+ renderer.setSize(window.innerWidth, window.innerHeight);
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+ renderer.setPixelRatio(window.devicePixelRatio);
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+ renderer.setClearColor(0x444444, 1);
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+ //告诉渲染器需要阴影效果
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+ renderer.shadowMap.enabled = true;
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+ renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
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wrap.value.appendChild(renderer.domElement);
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- var geometry = new THREE.BoxGeometry(4, 4, 4, 4, 4, 4);
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- var materialBasic = new THREE.MeshBasicMaterial({
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- color: 0xffffff,
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- wireframe: true,
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+}
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+
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+let camera;
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+function initCamera() {
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+ camera = new THREE.PerspectiveCamera(
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+ 50,
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+ window.innerWidth / window.innerHeight,
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+ 0.1,
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+ 10000
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+ );
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+ camera.position.set(0, 40, 100);
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+ camera.lookAt(new THREE.Vector3(0, 0, 0));
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+}
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+
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+let scene;
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+function initScene() {
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+ scene = new THREE.Scene();
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+}
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+
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+//初始化dat.GUI简化试验流程
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+let gui;
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+
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+let hemiLight, ambientLight, directionalLight, directionalLightHelper;
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+function initGui() {
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+ //声明一个保存需求修改的相关数据的对象
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+ gui = {
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+ directionalLight: "#ffffff", //点光源
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+ directionalLightIntensity: 1, //灯光强度
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+ visible: true, //是否可见
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+ castShadow: true,
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+ exponent: 30,
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+ target: "plane",
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+ debug: true,
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+ groundColor: "#00ff00",
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+ skyColor: "#0000ff",
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+ hemiLightIntensity: 0.3,
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+ dLightX: -40,
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+ dLightY: 60,
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+ dLightZ: -10,
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+ };
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+ let datGui = new dat.GUI();
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+ //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
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+
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+ const ambientFolder = datGui.addFolder("环境光");
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+
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+ ambientFolder.addColor(gui, "skyColor").onChange(function (e) {
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+ hemiLight.color = new THREE.Color(e);
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});
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- var materialLambert = new THREE.MeshLambertMaterial({
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- color: 0x777777,
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- wireframe: true,
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+ ambientFolder.addColor(gui, "groundColor").onChange(function (e) {
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+ hemiLight.groundColor = new THREE.Color(e);
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});
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- var materialNormal = new THREE.MeshNormalMaterial({
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- color: 0x777777,
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- wireframe: true,
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+ ambientFolder.add(gui, "hemiLightIntensity", 0, 1).onChange(function (e) {
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+ hemiLight.intensity = e;
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});
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- var cube = SceneUtils.createMultiMaterialObject(geometry, [
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- // materialBasic,
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- materialNormal,
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- // materialLambert,
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- ]);
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-
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- // var cube = new THREE.Mesh(geometry, materialLambert);
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- cube.position.set(0, 0, 0);
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- camera.lookAt(cube.position);
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- scene.add(cube);
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- var spotLight = new THREE.SpotLight(0xffffff);
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- spotLight.position.set(20, 20, 20);
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- spotLight.intensity = 1;
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- scene.add(spotLight);
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- var axes = new THREE.AxesHelper(1000);
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- scene.add(axes);
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- renderer.render(scene, camera);
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- let [cx, cy, cz] = [10, 10, 10];
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- window.addEventListener("keydown", function (e) {
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- console.log(e.keyCode);
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- switch (e.keyCode) {
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- case 38: // up
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- cy -= 1;
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- cx -= 1;
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- cz -= 1;
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- break;
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- case 40: // down
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- cy += 1;
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- cx += 1;
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- cz += 1;
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- break;
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- case 37: // left
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- cube.rotation.x -= 0.01;
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- cube.rotation.y -= 0.01;
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- break;
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- case 39: // right
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- cube.rotation.x += 0.01;
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- cube.rotation.y += 0.01;
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- break;
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+ ambientFolder.addColor(gui, "directionalLight").onChange(function (e) {
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+ directionalLight.color = new THREE.Color(e);
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+ });
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+
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+ datGui
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+ .add(gui, "dLightX", {
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+ left: -100,
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+ center: 0,
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+ right: 100,
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+ // 左: -100,//可以用中文
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+ // 中: 0,
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+ // 右: 100
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+ })
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+ .onChange(function (e) {
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+ directionalLight.position.setX(e);
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+ });
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+
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+ datGui.add(gui, "dLightY", -100, 100).onChange(function (e) {
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+ directionalLight.position.setY(e);
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+ });
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+
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+ datGui.add(gui, "dLightZ", -100, 100).onChange(function (e) {
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+ directionalLight.position.setZ(e);
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+ });
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+
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+ datGui.add(gui, "directionalLightIntensity", 0, 5).onChange(function (e) {
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+ directionalLight.intensity = e;
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+ });
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+ datGui.add(gui, "visible").onChange(function (e) {
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+ directionalLight.visible = e;
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+ });
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+ datGui.add(gui, "castShadow").onChange(function (e) {
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+ directionalLight.castShadow = e;
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+ });
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+ datGui.add(gui, "debug").onChange(function (e) {
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+ if (e) {
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+ let debug = new THREE.CameraHelper(directionalLight.shadow.camera);
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+ debug.name = "debug";
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+ scene.add(debug);
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+ } else {
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+ let debug = scene.getObjectByName("debug");
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+ scene.remove(debug);
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}
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- camera.position.set(cx, cy, cz);
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- camera.lookAt(cube.position);
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- renderer.render(scene, camera);
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+ });
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+}
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+
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+function initLight() {
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+ hemiLight = new THREE.HemisphereLight("#bcffb1", "#000000", 1);
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+ scene.add(hemiLight);
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+ // ambientLight = new THREE.AmbientLight("#111111");
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+ // scene.add(ambientLight);
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+
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+ directionalLight = new THREE.DirectionalLight("#ffffff");
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+ directionalLight.position.set(-40, 60, -10);
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+
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+ directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight);
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+
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+ directionalLight.shadow.camera.near = 20; //产生阴影的最近距离
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+ directionalLight.shadow.camera.far = 200; //产生阴影的最远距离
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+ directionalLight.shadow.camera.left = -100; //产生阴影距离位置的最左边位置
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+ directionalLight.shadow.camera.right = 100; //最右边
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+ directionalLight.shadow.camera.top = 100; //最上边
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+ directionalLight.shadow.camera.bottom = -100; //最下面
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+
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+ //这两个值决定使用多少像素生成阴影 默认512
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+ directionalLight.shadow.mapSize.height = 1024;
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+ directionalLight.shadow.mapSize.width = 1024;
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+
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+ //告诉平行光需要开启阴影投射
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+ directionalLight.castShadow = true;
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+
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+ // scene.add(directionalLightHelper);
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+
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+ scene.add(directionalLight);
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+}
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+
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+let cube, plane;
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+function initModel() {
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+ //辅助工具
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+ let helper = new THREE.AxesHelper(100);
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+ scene.add(helper);
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+
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+ const bufferGeometry = new THREE.BufferGeometry();
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+
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+ bufferGeometry.attributes.position = new THREE.BufferAttribute(
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+ new Float32Array([
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+ -10,
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+ 0,
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+ 0, // 0
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+ 10,
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+ 0,
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+ 0, // 1
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+ 0,
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+ 10,
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+ 0, // 2
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+ 0,
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+ 0,
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+ 5, // 3
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+ 0,
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+ 10,
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+ 5, // 4
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+ 0,
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+ 0,
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+ 15, // 5
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+ ]),
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+ 3
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+ );
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+
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+ scene.add(
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+ new THREE.Points(
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+ bufferGeometry,
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+ new THREE.MeshBasicMaterial({
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+ color: 0x00ff00,
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+ side: THREE.DoubleSide,
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+ })
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+ )
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+ );
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+
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+ //球体
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+ let sphereGeometry = new THREE.SphereGeometry(10, 30, 30);
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+ let sphereMaterial = new THREE.MeshLambertMaterial({
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+ color: 0xeeeeee,
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+ transparent: true,
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+ opacity: 0.5,
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+ });
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+
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+ let material = new THREE.MeshPhongMaterial({
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+ color: 0x0000ff,
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+ specular: 0x4488ee,
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+ shininess: 12,
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});
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- // 9、创建动画循环渲染函数
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- function animate() {
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- // 9.1 循环调用函数
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- requestAnimationFrame(animate);
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- // 每一次animate函数调用,都让网格比上一次 X 轴、Y 轴各旋转增加 0.01 弧度
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- cube.rotation.x += 0.01;
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- cube.rotation.y += 0.01;
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- cube.rotation.z += 0.01;
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- // cube.rotation.y += 0.01;
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- // 3.3 结合场景和相机进行渲染,即用摄像机拍下此刻的场景
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- renderer.render(scene, camera);
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+ let sphere = new THREE.Mesh(
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+ sphereGeometry,
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+ new THREE.MeshPhongMaterial({
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+ color: 0xcccccc,
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+ shininess: 20,
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+ specular: 0xffffff,
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+ })
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+ );
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+ sphere.position.set(-20, 20, 0);
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+
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+ sphere.castShadow = true;
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+
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+ scene.add(sphere);
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+
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+ const cylinderGeometry = new THREE.CylinderGeometry(5, 5, 10);
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+ const cylinder = new THREE.Mesh(
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+ cylinderGeometry,
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+ new THREE.MeshLambertMaterial({
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+ color: 0xeeeeee,
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+ })
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+ );
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+ cylinder.castShadow = true;
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+
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+ cylinder.position.x = 50;
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+ cylinder.position.y = 10;
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+ cylinder.position.z = -10;
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+
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+ scene.add(cylinder);
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+
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+ const cylinderGeometry2 = new THREE.CylinderGeometry(0, 5, 10);
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+ const cylinder2 = new THREE.Mesh(
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+ cylinderGeometry2,
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+ new THREE.MeshPhongMaterial({
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+ color: 0xcccccc,
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+ shininess: 20,
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+ specular: 0xffffff,
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+ })
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+ );
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+ cylinder2.castShadow = true;
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+
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+ cylinder2.position.x = 50;
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+ cylinder2.position.y = 10;
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+ cylinder2.position.z = -30;
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+
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+ scene.add(cylinder2);
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+
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+ //立方体
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+ let cubeGeometry = new THREE.BoxGeometry(10, 10, 10);
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+
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+ let cubeMaterial = new THREE.MeshLambertMaterial({ color: 0x00ffff });
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+
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+ cube = new THREE.Mesh(
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+ cubeGeometry,
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+ new THREE.MeshPhongMaterial({
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+ color: 0xcccccc,
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+ shininess: 20,
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+ specular: 0xffffff,
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+ })
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+ );
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+ cube.position.x = 30;
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+ cube.position.y = 5;
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+ cube.position.z = -5;
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+
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+ //告诉立方体需要投射阴影
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+ cube.castShadow = true;
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+
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+ scene.add(cube);
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+
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+ const geometry = new THREE.BoxGeometry(5, 5, 5);
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+ //材质对象Material
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+ const material2 = new THREE.MeshLambertMaterial({
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+ color: 0x00ffff, //设置材质颜色
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+ });
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+ for (let i = 0; i < 10; i++) {
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+ const mesh = new THREE.Mesh(geometry, material2); //网格模型对象Mesh
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+ // 沿着x轴分布
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+ mesh.position.set(-10, 5, -i * 10);
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+ mesh.castShadow = true;
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+
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+ scene.add(mesh); //网格模型添加到场景中
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}
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- // 调用动画函数
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+
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+ //底部平面
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+ let planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20);
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+ let planeMaterial = new THREE.MeshLambertMaterial({ color: 0xaaaaaa });
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+
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+ plane = new THREE.Mesh(planeGeometry, planeMaterial);
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+ plane.rotation.x = -0.5 * Math.PI;
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+ plane.position.y = -0;
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+
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+ //告诉底部平面需要接收阴影
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+ plane.receiveShadow = true;
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+
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+ scene.add(plane);
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+}
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+
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+//初始化性能插件
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+let stats;
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+function initStats() {
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+ stats = new Stats();
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+ document.body.appendChild(stats.dom);
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+}
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+
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+//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
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+let controls;
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+function initControls() {
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+ controls = new OrbitControls(camera, renderer.domElement);
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+
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+ // 如果使用animate方法时,将此函数删除
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+ //controls.addEventListener( 'change', render );
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+ // 使动画循环使用时阻尼或自转 意思是否有惯性
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+ controls.enableDamping = true;
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+ //动态阻尼系数 就是鼠标拖拽旋转灵敏度
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+ //controls.dampingFactor = 0.25;
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+ //是否可以缩放
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+ controls.enableZoom = true;
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+ //是否自动旋转
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+ controls.autoRotate = false;
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+ //设置相机距离原点的最远距离
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+ controls.minDistance = 50;
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+ //设置相机距离原点的最远距离
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+ controls.maxDistance = 200;
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+ //是否开启右键拖拽
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+ controls.enablePan = true;
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+}
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+
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+function render() {
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+ renderer.render(scene, camera);
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+}
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|
|
+
|
|
|
+//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;
|
|
|
+}
|
|
|
+
|
|
|
+onMounted(() => {
|
|
|
+ draw();
|
|
|
});
|
|
|
</script>
|