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@@ -1,5 +1,5 @@
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<template>
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- <div ref="wrap"></div>
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+ <div ref="wrap" class="three-wrap"></div>
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</template>
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<script setup>
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import * as THREE from "three";
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@@ -8,375 +8,76 @@ 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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+import {
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+ activeShadow,
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+ addResizeAdapter,
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+ getScence,
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+ initAxes,
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+ initBoxMesh,
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+ initCamera,
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+ initControl,
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+ initGui,
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+ initHemiLight,
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+ initLight,
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+ initPlaneMesh,
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+ initRender,
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+ initStatus,
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+ startAnimate,
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+} from "./util";
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/**
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* @type {import("vue").Ref<HTMLDivElement>}
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*/
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const wrap = ref();
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-const [canvasW, canvasH] = [1500, 500];
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-
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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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-}
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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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- 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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- ambientFolder.add(gui, "hemiLightIntensity", 0, 1).onChange(function (e) {
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- hemiLight.intensity = e;
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- });
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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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- });
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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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-
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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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+onMounted(() => {
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+ const render = initRender();
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+ const scene = getScence();
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+ const camera = initCamera();
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+ const axes = initAxes();
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+ const status = initStatus();
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+ const control = initControl(camera, render);
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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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+ const plane = initPlaneMesh();
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+ const box = initBoxMesh();
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+ const light = initLight();
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+ const hemiLight = initHemiLight();
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- scene.add(cylinder);
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+ activeShadow(box, plane, hemiLight);
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+ scene.add(box).add(plane).add(light).add(hemiLight);
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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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+ // const directionalLight = new THREE.DirectionalLight("#ffffff");
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+ // directionalLight.position.set(-40, 60, -10);
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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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+ // 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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- scene.add(cylinder2);
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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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- //立方体
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- let cubeGeometry = new THREE.BoxGeometry(10, 10, 10);
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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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- let cubeMaterial = new THREE.MeshLambertMaterial({ color: 0x00ffff });
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+ // scene.add(directionalLight);
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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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+ const gui = initGui();
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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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+ wrap.value.appendChild(render.domElement);
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+ wrap.value.appendChild(status.dom);
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- scene.add(cube);
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+ scene.add(axes);
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+ render.render(scene, camera);
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+ addResizeAdapter(camera, render);
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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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+ startAnimate(() => {
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+ status.update();
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+ control.update();
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+ render.render(scene, camera);
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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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-
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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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-
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-//窗口变动触发的函数
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-function onWindowResize() {
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- camera.aspect = window.innerWidth / window.innerHeight;
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- camera.updateProjectionMatrix();
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- render();
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- renderer.setSize(window.innerWidth, window.innerHeight);
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-}
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-
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-function animate() {
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- //更新控制器
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- render();
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-
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- //更新性能插件
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- stats.update();
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-
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- controls.update();
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-
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- requestAnimationFrame(animate);
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-}
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-
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-function draw() {
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- initGui();
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- initRender();
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- initScene();
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- initCamera();
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- initLight();
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- initModel();
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- initControls();
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- initStats();
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-
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- animate();
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- window.onresize = onWindowResize;
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-}
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-
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-onMounted(() => {
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- draw();
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});
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</script>
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