vite+vue3+threejs实现一个简单展示案例

2022-04-18  本文已影响0人  似朝朝我心
<!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 {
            /* 边距设置为0,设置溢出隐藏,完整的使用整个页面 */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <!-- 将在div里面输出画面 -->
    <div id="webgl-output"></div>

    <script>
        function init() {
            // 创建场景
            var scene = new THREE.Scene();
            // 设置摄像机
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000)
            // 创建渲染器
            var renderer = new THREE.WebGLRenderer();
            // 设置渲染器的初始颜色
            renderer.setClearColor(new THREE.Color(0xeeeeee));
            // 设置输出canvas画面的大小
            renderer.setSize(window.innerWidth, window.innerHeight)
            // 设置渲染物体阴影
            renderer.shadowMap.enabled = true;
            // 显示三维坐标系
            var axes = new THREE.AxesHelper(20)


            // 添加坐标系到场景中
            scene.add(axes);
            // 创建地面的几何体
            var planeGeometry = new THREE.PlaneGeometry(60, 20);
            // 给地面物体上色
            var planeMaterial = new THREE.MeshStandardMaterial({ color: 0xcccccc });
            // 创建地面
            var plane = new THREE.Mesh(planeGeometry, planeMaterial)
            // 物体移动位置
            // 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;
            // 接收阴影
            plane.receiveShadow = true;

            // 将地面添加到场景中
            scene.add(plane);

            // 添加立方体
            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;
            // 对象是否渲染到阴影贴图当中
            cube.castShadow = true;

            scene.add(cube)

            // 球体
            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;
            // 对象是否渲染到阴影贴图当中
            sphere.castShadow = true;

            scene.add(sphere)


            // 创建聚光灯
            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;
            // 添加聚光灯
            scene.add(spotLight)

            // 定位相机,并且指向场景中心
            camera.position.x = 30;
            camera.position.y = 30;
            camera.position.z = 30;
            camera.lookAt(scene.position)

            // 将渲染器输出添加html元素中
            document.getElementById('webgl-output').appendChild(renderer.domElement);
            renderer.render(scene, camera)
            // 创建controls对象;
            var controls = new THREE.OrbitControls(camera, renderer.domElement)
            // 监听控制器的鼠标事件,执行渲染内容
            controls.addEventListener('change', () => {
                renderer.render(scene, camera)
            })
            //定制渲染函数
            let T0 = new Date() //设置时间差
            function render(){
                let T1 =  new Date() 
                let t = T1 -T0 //获取时间间隔
                T0 = T1
                renderer.render(scene,camera)
                //旋转立方体,每次绕y轴旋转0.01弧度,每一秒渲染0.001弧度
                cube.rotateY(0.001*t)
                window.requestAnimationFrame(render) //避免掉帧,就是一帧接一帧,逐帧,预备加载下一帧
            }
            //setInterval(render,16) 电脑1s渲染60帧,1ms = 16帧
            //一般为了性能考虑,不建议使用setInterval函数,会出现掉帧
            

            //使用请求动画帧函数
            window.requestAnimationFrame(render)
        }
        window.onload = init
    </script>
</body>

</html>
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