篇首语:本文由编程笔记#小编为大家整理,主要介绍了Three.js案例从0到1复杂的计算组合生成几何体相关的知识,希望对你有一定的参考价值。
1. 重构初始化,结构性更好
主程序
function init(event)
console.log("main js start. ")
createScene();
createLights();
createSea();
animate();
window.addEventListener('load', init, false);
创建场景和灯光分开
function createScene()
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
scene = new THREE.Scene();
aspectRatio = WIDTH / HEIGHT;
fieldOfView = 60;
nearPlane = 1;
farPlane = 10000;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane
);
scene.fog = new THREE.Fog(0xf7d9aa, 100, 950);
camera.position.x = 0;
camera.position.z = 200;
camera.position.y = 100;
renderer = new THREE.WebGLRenderer( alpha: true, antialias: true );
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMap.enabled = true;
container = document.getElementById('world');
container.appendChild(renderer.domElement);
window.addEventListener('resize', handleWindowResize, false);
// LIGHTS
var ambientLight, hemisphereLight, shadowLight;
function createLights()
hemisphereLight = new THREE.HemisphereLight(0xaaaaaa, 0x000000, .9)
shadowLight = new THREE.DirectionalLight(0xffffff, .9);
shadowLight.position.set(150, 350, 350);
shadowLight.castShadow = true;
shadowLight.shadow.camera.left = -400;
shadowLight.shadow.camera.right = 400;
shadowLight.shadow.camera.top = 400;
shadowLight.shadow.camera.bottom = -400;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1000;
shadowLight.shadow.mapSize.width = 2048;
shadowLight.shadow.mapSize.height = 2048;
scene.add(hemisphereLight);
scene.add(shadowLight);
加入了屏幕调整自适应
function handleWindowResize()
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
sea和plane的创建实例
// 创建实例化sea函数
function createSea()
sea = new Sea();
sea.mesh.position.y = -600;
scene.add(sea.mesh);
动画效果
function animate()
requestAnimationFrame(animate);
//海浪效果
sea.mesh.rotation.z += .005;
renderer.render(scene, camera);
;
完成效果
2. 建立复杂模型,用模型组合成飞机,并实例化
// 创建飞机模型
AirPlane = function()
this.mesh = new THREE.Object3D();
// 创建机舱
var geomCockpit = new THREE.BoxGeometry(60, 50, 50, 1, 1, 1);
var matCockpit = new THREE.MeshPhongMaterial(
color: Colors.red,
shading: THREE.FlatShading
);
var cockpit = new THREE.Mesh(geomCockpit, matCockpit);
cockpit.castShadow = true;
cockpit.receiveShadow = true;
this.mesh.add(cockpit);
// 创建引擎
var geomEngine = new THREE.BoxGeometry(20, 50, 50, 1, 1, 1);
var matEngine = new THREE.MeshPhongMaterial(
color: Colors.white,
shading: THREE.FlatShading
);
var engine = new THREE.Mesh(geomEngine, matEngine);
engine.position.x = 40;
engine.castShadow = true;
engine.receiveShadow = true;
this.mesh.add(engine);
// 创建机尾
var geomTailPlane = new THREE.BoxGeometry(15, 20, 5, 1, 1, 1);
var matTailPlane = new THREE.MeshPhongMaterial(
color: Colors.red,
shading: THREE.FlatShading
);
var tailPlane = new THREE.Mesh(geomTailPlane, matTailPlane);
tailPlane.position.set(-35, 25, 0);
tailPlane.castShadow = true;
tailPlane.receiveShadow = true;
this.mesh.add(tailPlane);
// 创建机翼
var geomSideWing = new THREE.BoxGeometry(40, 8, 150, 1, 1, 1);
var matSideWing = new THREE.MeshPhongMaterial(
color: Colors.red,
shading: THREE.FlatShading
);
var sideWing = new THREE.Mesh(geomSideWing, matSideWing);
sideWing.castShadow = true;
sideWing.receiveShadow = true;
this.mesh.add(sideWing);
// 创建螺旋桨
var geomPropeller = new THREE.BoxGeometry(20, 10, 10, 1, 1, 1);
var matPropeller = new THREE.MeshPhongMaterial(
color: Colors.brown,
shading: THREE.FlatShading
);
this.propeller = new THREE.Mesh(geomPropeller, matPropeller);
this.propeller.castShadow = true;
this.propeller.receiveShadow = true;
// 创建螺旋桨的桨叶
var geomBlade = new THREE.BoxGeometry(1, 100, 20, 1, 1, 1);
var matBlade = new THREE.MeshPhongMaterial(
color: Colors.brownDark,
shading: THREE.FlatShading
);
// 创建机翼
var blade = new THREE.Mesh(geomBlade, matBlade);
blade.position.set(8, 0, 0);
blade.castShadow = true;
blade.receiveShadow = true;
this.propeller.add(blade);
this.propeller.position.set(50, 0, 0);
this.mesh.add(this.propeller);
;
// 实例化飞机函数
function createPlane()
airplane = new AirPlane();
airplane.mesh.scale.set(.25, .25, .25);
airplane.mesh.position.y = 100;
scene.add(airplane.mesh);
主场景添加飞机模型,动画添加螺旋桨转动效果
function init(event)
console.log("main js start. ")
createScene();
createLights();
createSea();
createPlane();
animate();
animate添加
airplane.propeller.rotation.x += 0.3;
运行效果:
3. 由立方体组合成云朵,云朵变化组成天空效果
用立方体组合创建云朵,用到了随机生成
// 创建云
Cloud = function()
// 创建一个空的容器放置不同形状的云
this.mesh = new THREE.Object3D();
this.mesh.name = "cloud";
// 创建一个正方体
// 这个形状会被复制创建云
var geom = new THREE.BoxGeometry(20, 20, 20);
// 创建材质;一个简单的白色材质就可以达到效果
var mat = new THREE.MeshPhongMaterial(
color: Colors.white,
);
// 随机多次复制几何体
var nBlocs = 3 + Math.floor(Math.random() * 3);
for (var i = 0; i // 通过复制几何体创建网格
var m = new THREE.Mesh(geom.clone(), mat);
// 随机设置每个正方体的位置和旋转角度
m.position.x = i * 15;
m.position.y = Math.random() * 10;
m.position.z = Math.random() * 10;
m.rotation.z = Math.random() * Math.PI * 2;
m.rotation.y = Math.random() * Math.PI * 2;
// 随机设置正方体的大小
var s = .1 + Math.random() * .9;
m.scale.set(s, s, s);
// 允许每个正方体生成投影和接收阴影
m.castShadow = true;
m.receiveShadow = true;
// 将正方体添加至开始时我们创建的容器中
this.mesh.add(m);
创建天空
// 创建天空
Sky = function()
this.mesh = new THREE.Object3D();
this.nClouds = 20;
this.clouds = [];
var stepAngle = Math.PI * 2 / this.nClouds;
for (var i = 0; i var c = new Cloud();
this.clouds.push(c);
var a = stepAngle * i;
var h = 750 + Math.random() * 200;
c.mesh.position.y = Math.sin(a) * h;
c.mesh.position.x = Math.cos(a) * h;
c.mesh.position.z = -400 - Math.random() * 400;
c.mesh.rotation.z = a + Math.PI / 2;
var s = 1 + Math.random() * 2;
c.mesh.scale.set(s, s, s);
this.mesh.add(c.mesh);
// 创建实例
function createSky()
sky = new Sky();
sky.mesh.position.y = -600;
scene.add(sky.mesh);
形成动画效果
//天空效果
sky.mesh.rotation.z += .01;
动画效果
完整例子下载
three.js从0到1实操案例,完整目录,直接可用-Javascript文档类资源-CSDN下载