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👨⚕️ 收录于专栏:threejs gis工程师
文章目录
- 一、🍀前言
- 二、🍀绘制任意字体模型
- 1. ☘️实现思路
- 2. ☘️代码样例
一、🍀前言
本文详细介绍如何基于threejs在三维场景中添加环境光和点光源,亲测可用。希望能帮助到您。一起学习,加油!加油!
二、🍀绘制任意字体模型
1. ☘️实现思路
- 1、初始化renderer渲染器
- 2、初始化Scene三维场景
- 3、初始化camera相机,定义相机位置 camera.position.set,设置相机方向camera.lookAt
- 4、初始化THREE.AmbientLight环境光,scene场景加入环境光,初始化THREE.PointLight点光源,设置点光源位置,设置设置投掷阴影为true,scene添加点光源
- 5、初始化gui工具,定义控制灯光和立方体模型位置的函数
- 6、加载几何模型:创建BoxGeometry立方体、PlaneGeometry地面几何体以及AxisHelper辅助工具坐标系,Scene场景加入以上几何体和工具。
- 7、加入controls控制,加入stats监控器,监控帧数信息
2. ☘️代码样例
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>learn12(添加环境光THREE.AmbientLight和点光源THREE.PointLight)</title>
<script src="lib/threejs/127/three.js-master/build/three.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script>
</head>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%;
display: block;
}
</style>
<body onload="draw()">
</body>
<script>
var renderer
var initRender = () => {
renderer = new THREE.WebGLRenderer({antialias: true})
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
document.body.appendChild(renderer.domElement)
}
var camera
var initCamera = () => {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0, 40, 100)
camera.lookAt(new THREE.Vector3(0, 0, 0))
}
var scene
var initScene = () => {
scene = new THREE.Scene()
}
var ambientLight, pointLight
var initLight = () => {
ambientLight = new THREE.AmbientLight('#111111')
scene.add(ambientLight)
pointLight = new THREE.PointLight('#ffffff')
pointLight.position.set(15, 30, 10)
pointLight.castShadow = true
scene.add(pointLight)
}
var gui
var initGui = () => {
gui = {
ambientLight: '#111111', //环境光源
pointLight: '#ffffff', //点光源
lightY: 30, //灯光y轴的位置
distance: 0, //点光源距离
intensity: 1, //灯光强度
visible: true //是否可见
}
var datGui = new dat.GUI()
datGui.addColor(gui, 'ambientLight').onChange(e => {
ambientLight.color = new THREE.Color(e)
})
datGui.addColor(gui, 'pointLight').onChange(e => {
pointLight.color = new THREE.Color(e)
})
datGui.add(gui, "lightY", 0, 100)
datGui.add(gui, 'distance', 0, 100).onChange(function (e) {
pointLight.distance = e
})
datGui.add(gui, 'intensity', 0, 5).onChange(function (e) {
pointLight.intensity = e
})
datGui.add(gui, 'visible').onChange(function (e) {
pointLight.visible = e
})
}
var cube
var initModel = () => {
var helper = new THREE.AxesHelper(10)
scene.add(helper)
var cubeGeometry = new THREE.BoxGeometry(10, 10, 10)
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff})
cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
cube.position.set(5, 5, -5)
// cube.position.x = 5
// cube.position.y = 5
// cube.position.z = -5
cube.castShadow = true
scene.add(cube)
var planeGeometry = new THREE.PlaneGeometry(100, 100)
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa})
var plane = new THREE.Mesh(planeGeometry, planeMaterial)
plane.rotation.x = -0.5 * Math.PI
plane.position.y = -0
plane.receiveShadow = true
scene.add(plane)
}
var stats
var initStats = () => {
stats = new Stats()
document.body.appendChild(stats.dom)
}
var controls
var initControls = () => {
controls = new THREE.OrbitControls(camera, renderer.domElement)
// 是否有阻尼或惯性
controls.enableDamping = true
}
// 进行渲染
var render = () => {
renderer.render(scene, camera)
}
var onWindowResize = () => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
render()
renderer.setSize(window.innerWidth, window.innerHeight)
}
var animate = () => {
render()
stats.update()
pointLight.position.y = gui.lightY
controls.update()
requestAnimationFrame(animate)
}
var draw = () => {
initGui()
initRender()
initScene()
initCamera()
initLight()
initModel()
initControls()
initStats()
animate()
window.onresize = onWindowResize
}
</script>
</html>
效果如下: