vite+vue3+threejs實(shí)現(xiàn)一個(gè)簡單展示案例

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <script src="../demo1/libs/three.js"></script>
    <script src="../demo1/libs/controls/OrbitControls.js"></script>
    <style>
        body {
            /* 邊距設(shè)置為0,設(shè)置溢出隱藏,完整的使用整個(gè)頁面 */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <!-- 將在div里面輸出畫面 -->
    <div id="webgl-output"></div>

    <script>
        function init() {
            // 創(chuàng)建場景
            var scene = new THREE.Scene();
            // 設(shè)置攝像機(jī)
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000)
            // 創(chuàng)建渲染器
            var renderer = new THREE.WebGLRenderer();
            // 設(shè)置渲染器的初始顏色
            renderer.setClearColor(new THREE.Color(0xeeeeee));
            // 設(shè)置輸出canvas畫面的大小
            renderer.setSize(window.innerWidth, window.innerHeight)
            // 設(shè)置渲染物體陰影
            renderer.shadowMap.enabled = true;
            // 顯示三維坐標(biāo)系
            var axes = new THREE.AxesHelper(20)


            // 添加坐標(biāo)系到場景中
            scene.add(axes);
            // 創(chuàng)建地面的幾何體
            var planeGeometry = new THREE.PlaneGeometry(60, 20);
            // 給地面物體上色
            var planeMaterial = new THREE.MeshStandardMaterial({ color: 0xcccccc });
            // 創(chuàng)建地面
            var plane = new THREE.Mesh(planeGeometry, planeMaterial)
            // 物體移動(dòng)位置
            // plane.rotation.x = -0.5 * Math.PI;
            // plane.position.x = 15;
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.x = 0;
            plane.position.y = 0;
            plane.position.z = 0;
            plane.castShadow = true;
            // 接收陰影
            plane.receiveShadow = true;

            // 將地面添加到場景中
            scene.add(plane);

            // 添加立方體
            var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
            var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 })
            var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

            cube.position.x = 0;
            cube.position.y = 4;
            cube.position.z = 2;
            // 對象是否渲染到陰影貼圖當(dāng)中
            cube.castShadow = true;

            scene.add(cube)

            // 球體
            var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
            var spherMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 })
            var sphere = new THREE.Mesh(sphereGeometry, spherMaterial)
            sphere.position.x = 10;
            sphere.position.y = 4;
            sphere.position.z = 0;
            // 對象是否渲染到陰影貼圖當(dāng)中
            sphere.castShadow = true;

            scene.add(sphere)


            // 創(chuàng)建聚光燈
            var spotLight = new THREE.SpotLight(0xFFFFFF);
            spotLight.position.set(130, 130, -130);
            spotLight.castShadow = true;
            spotLight.angle = Math.PI / 4;
            spotLight.shadow.penumbra = 0.05
            spotLight.shadow.mapSize.width = 1024;
            spotLight.shadow.mapSize.innerHeight = 1024;
            // 添加聚光燈
            scene.add(spotLight)

            // 定位相機(jī),并且指向場景中心
            camera.position.x = 30;
            camera.position.y = 30;
            camera.position.z = 30;
            camera.lookAt(scene.position)

            // 將渲染器輸出添加html元素中
            document.getElementById('webgl-output').appendChild(renderer.domElement);
            renderer.render(scene, camera)
            // 創(chuàng)建controls對象;
            var controls = new THREE.OrbitControls(camera, renderer.domElement)
            // 監(jiān)聽控制器的鼠標(biāo)事件,執(zhí)行渲染內(nèi)容
            controls.addEventListener('change', () => {
                renderer.render(scene, camera)
            })
            //定制渲染函數(shù)
            let T0 = new Date() //設(shè)置時(shí)間差
            function render(){
                let T1 =  new Date() 
                let t = T1 -T0 //獲取時(shí)間間隔
                T0 = T1
                renderer.render(scene,camera)
                //旋轉(zhuǎn)立方體,每次繞y軸旋轉(zhuǎn)0.01弧度,每一秒渲染0.001弧度
                cube.rotateY(0.001*t)
                window.requestAnimationFrame(render) //避免掉幀,就是一幀接一幀,逐幀,預(yù)備加載下一幀
            }
            //setInterval(render,16) 電腦1s渲染60幀,1ms = 16幀
            //一般為了性能考慮,不建議使用setInterval函數(shù),會(huì)出現(xiàn)掉幀
            

            //使用請求動(dòng)畫幀函數(shù)
            window.requestAnimationFrame(render)
        }
        window.onload = init
    </script>
</body>

</html>
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