想学习Three.js的同学可下载这本书来看《Learning Three.js - Dirksen, Jos》 本学习笔记摘自书中的代码仅作学习笔记之用
1. Demo
如上的图形就是个挺不错的例子,代码如下
<!DOCTYPE html>
<html>
<head>
<title>Example 01.02 - First Scene</title>
<script type="text/javascript" src="http://cdn.staticfile.org/three.js/r69/three.min.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- 用来保存输出结果 -->
<div id="WebGL-output">
</div>
<script type="text/javascript">
// 当页面加载完成时运行初始化函数, 完成绘制
function init() {
// 首先创建一个场景,各种元素都将添加到场景
var scene = new THREE.Scene();
// 创建一个我们的视角
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建一个渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
// 添加坐标轴到场景
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// 创建一个平面层
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// 旋转并设置平面层位置
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// 将平面层加入到场景
scene.add(plane);
// 创建一个正方体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// 设置这个正方体的位置
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// 添加方体到场景中
scene.add(cube);
// 创建一个球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// 设置球体的位置
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 4;
// 添加球体到场景中
scene.add(sphere);
// 设置视角的位置
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加图形到div层
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// 渲染场景
renderer.render(scene, camera);
}
window.onload = init;
</script>
</body>
</html>
Demo还是很简单明了的,基本看过注释就能理解了
2. 阴影
下面,对Demo添加阴影,使用Three.js来很容易实现,主要有三点需要改变
- 修改材质
- 设置对象为可投影的
- 添加聚光灯
1,修改材质
如上的例子中我们通过MeshBasicMaterial
方法使用线框(wireframe)来表示正方体和球
修改为MeshLambertMaterial
或MeshPhongMaterial
方法可改变其材质
2,设置对象为可投影的
通过设置receiveShadow来告诉渲染器开启阴影功能
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
然后设置receiveShadow使得背景平面接受投影
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
在创建对象的时候设置castShadow使对象成为可投影的
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
3,添加聚光灯
在这之前,修改材质,修改物体为可以产生阴影的,但是没有光,那么也不会有阴影
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
添加聚光灯,阴影就会产生了
完整代码如下
<!DOCTYPE html>
<html>
<head>
<title>learning three.js</title>
<script type="text/javascript" src="http://cdn.staticfile.org/three.js/r69/three.min.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- 用来保存输出结果 -->
<div id="WebGL-output">
</div>
<script type="text/javascript">
// 当页面加载完成时运行初始化函数, 完成绘制
function init() {
// 首先创建一个场景,各种元素都将添加到场景
var scene = new THREE.Scene();
// 创建一个我们的视角
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建一个渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// 添加坐标轴到场景
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// 创建一个平面层
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// 旋转并设置平面层位置
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// 将平面层加入到场景
scene.add(plane);
// 创建一个正方体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// 设置这个正方体的位置
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// 添加方体到场景中
scene.add(cube);
// 创建一个球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true;
// 设置球体的位置
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 4;
// 添加球体到场景中
scene.add(sphere);
// 设置视角的位置
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// 添加图形到div层
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// 渲染场景
renderer.render(scene, camera);
}
window.onload = init;
</script>
</body>
</html>
3. 运动
在HTML5及新的JS API出来之前,如果想要实现运动,需要interval来轮询,这种方式会导致高CPU计算量,并且性能很低
现在我们使用requestAnimationFrame()
可以指定我们的函数去执行,浏览器会很好的去执行他,相对于2的代码,这里有两个改动的地方
- 添加指示器
- 使物体运动
1,添加指示器
引入stats.js
<script type="text/javascript" src="http://cdn.staticfile.org/stats.js/r11/Stats.min.js"></script>
在body中添加div层来放置stats组件
<div id="Stats-output">
</div>
定义initStats()函数
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
然后在init函数中添加如下代码调用initStats()函数
$(function () {
var stats = initStats();
...
})
2,使物体运动
之前使用的函数直接是
renderer.render(scene, camera);
现在把它包裹在函数renderScene()中,在函数中,对物体的坐标进行变换
function renderScene() {
stats.update();
// rotate the cube around its axes
cube.rotation.x += 0.02;
cube.rotation.y += 0.02;
cube.rotation.z += 0.02;
// bounce the sphere up and down
step += 0.04;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
// render using requestAnimationFrame
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
函数中每次都调用requestAnimationFrame函数进行更新,并且在最开始处对stats进行状态更新
完整的代码如下
<!DOCTYPE html>
<html>
<head>
<title>learning three.js</title>
<meta charset="utf-8">
<!-- <script type="text/javascript" src="../libs/three.js"></script> -->
<script type="text/javascript" src="http://cdn.staticfile.org/three.js/r69/three.min.js"></script>
<script type="text/javascript" src="http://cdn.staticfile.org/stats.js/r11/Stats.min.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- 用来保存输出结果 -->
<div id="Stats-output">
</div>
<div id="WebGL-output">
</div>
<script type="text/javascript">
// 当页面加载完成时运行初始化函数, 完成绘制
function init() {
var stats = initStats();
// 首先创建一个场景,各种元素都将添加到场景
var scene = new THREE.Scene();
// 创建一个我们的视角
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建一个渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// 添加坐标轴到场景
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// 创建一个平面层
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// 旋转并设置平面层位置
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// 将平面层加入到场景
scene.add(plane);
// 创建一个正方体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// 设置这个正方体的位置
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// 添加方体到场景中
scene.add(cube);
// 创建一个球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true;
// 设置球体的位置
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 4;
// 添加球体到场景中
scene.add(sphere);
// 设置视角的位置
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// 添加图形到div层
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// 渲染场景
var step = 0;
renderScene();
function renderScene() {
stats.update();
// 对正方体进行坐标变换
cube.rotation.x += 0.02;
cube.rotation.y += 0.02;
cube.rotation.z += 0.02;
// 对球进行坐标变换
step += 0.04;
sphere.position.x = 20 + (10 * (Math.cos(step)));
sphere.position.y = 2 + (10 * Math.abs(Math.sin(step)));
// 使用requestAnimationFrame进行更新
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// 初始化状态器
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById('Stats-output').appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>
动起来的效果如下
4. 调速
一些谷歌员工做个个库,可以简单方便的调整参数,名为dat.GUI
接下来添加这个库,实现可以点击调整球体的弹跳速度和正方体的旋转速度
<script type="text/javascript" src="http://cdn.staticfile.org/dat-gui/0.5/dat.gui.min.js"></script>
创建一个对象来保存速度信息,并且给了初始值
var controls = new function() {
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03;
}
之后,将这个对象传给dat.GUI对象
var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'bouncingSpeed', 0, 0.5);
速度的调整区间都为[0, 0.5]
之后在坐标变更的时候添加这个变量
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
还是很容易使用的,看一下最终的效果及代码
<!DOCTYPE html>
<html>
<head>
<title>learning three.js</title>
<meta charset="utf-8">
<!-- <script type="text/javascript" src="../libs/three.js"></script> -->
<script type="text/javascript" src="http://cdn.staticfile.org/three.js/r69/three.min.js"></script>
<script type="text/javascript" src="http://cdn.staticfile.org/stats.js/r11/Stats.min.js"></script>
<script type="text/javascript" src="http://cdn.staticfile.org/dat-gui/0.5/dat.gui.min.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- 用来保存输出结果 -->
<div id="Stats-output">
</div>
<div id="WebGL-output">
</div>
<script type="text/javascript">
// 当页面加载完成时运行初始化函数, 完成绘制
function init() {
var stats = initStats();
// 首先创建一个场景,各种元素都将添加到场景
var scene = new THREE.Scene();
// 创建一个我们的视角
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建一个渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// 添加坐标轴到场景
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// 创建一个平面层
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// 旋转并设置平面层位置
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// 将平面层加入到场景
scene.add(plane);
// 创建一个正方体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// 设置这个正方体的位置
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// 添加方体到场景中
scene.add(cube);
// 创建一个球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true;
// 设置球体的位置
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 4;
// 添加球体到场景中
scene.add(sphere);
// 设置视角的位置
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// 添加图形到div层
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// 渲染场景
var step = 0;
// 定义一个运动速度的对象
var controls = new function() {
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03;
}
// 引入dat.GUI进行交互
var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'bouncingSpeed', 0, 0.5);
renderScene();
function renderScene() {
stats.update();
// 对正方体进行坐标变换
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// 对球进行坐标变换
step += controls.bouncingSpeed;
sphere.position.x = 20 + (10 * (Math.cos(step)));
sphere.position.y = 2 + (10 * Math.abs(Math.sin(step)));
// 使用requestAnimationFrame进行更新
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// 初始化状态器
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById('Stats-output').appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>