[webGL学习]基于three.js构建WebGL实例第一讲

来源:互联网 发布:linux tee 命令 编辑:程序博客网 时间:2024/05/29 03:28

该系列文章转自:http://blog.csdn.net/BaiHuaXiu123/article/details/52746293


这里写图片描述

我们主要做些的基本功能:创建一个场景,相机,渲染器,控制器(OrbitControls)。我们也将创建简单的定向光,加上一些对象(不同的几何形状)的阴影。为了使事情更快,我们决定采取一个最流行的WebGL框架——three.js。为什么使用three.js? 事实上,它是开源的JavaScript框架,它也是增长最迅速的和讨论很热烈的引擎 。在这里,已经准备了很多会用到的东西,从基本的点和向量,到做准备工作的场景、着色器,甚至立体效果。

HTML结构

<!DOCTYPE html><html lang="en" >    <head>        <meta charset="utf-8" />        <meta name="author" content="Script Tutorials" />        <title>WebGL With Three.js - Lesson 1 | Script Tutorials</title>        <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">        <link href="css/main.css" rel="stylesheet" type="text/css" />    </head>    <body>        <script src="js/three.min.js"></script>        <script src="js/THREEx.WindowResize.js"></script>        <script src="js/OrbitControls.js"></script>        <script src="js/stats.min.js"></script>        <script src="js/script.js"></script>        <div style="position: absolute; top: 10px; left: 20px; text-align: center;">        </div>        <!-- Only used for Script Tutorial's Demo site. Please ignore and remove. -->        <script src="http://code.jquery.com/jquery-1.11.0.min.js"></script>         <script src="http://www.script-tutorials.com/assets/ads.js" async></script>    </body></html>
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场景渲染

var lesson1 = {    scene: null,    camera: null,    renderer: null,    container: null,    controls: null,    clock: null,    stats: null,    init: function() { // Initialization        // create main scene        this.scene = new THREE.Scene();        var SCREEN_WIDTH = window.innerWidth,            SCREEN_HEIGHT = window.innerHeight;        // prepare camera        var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 1, FAR = 10000;        this.camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);        this.scene.add(this.camera);        this.camera.position.set(-1000, 1000, 0);        this.camera.lookAt(new THREE.Vector3(0,0,0));        // prepare renderer        this.renderer = new THREE.WebGLRenderer({antialias:true, alpha: false});        this.renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);        this.renderer.setClearColor(0xffffff);        this.renderer.shadowMapEnabled = true;        this.renderer.shadowMapSoft = true;        // prepare container        this.container = document.createElement('div');        document.body.appendChild(this.container);        this.container.appendChild(this.renderer.domElement);        // events        THREEx.WindowResize(this.renderer, this.camera);        // prepare controls (OrbitControls)        this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);        this.controls.target = new THREE.Vector3(0, 0, 0);        // prepare clock        this.clock = new THREE.Clock();        // prepare stats        this.stats = new Stats();        this.stats.domElement.style.position = 'absolute';        this.stats.domElement.style.bottom = '0px';        this.stats.domElement.style.zIndex = 10;        this.container.appendChild( this.stats.domElement );        // add directional light        var dLight = new THREE.DirectionalLight(0xffffff);        dLight.position.set(1, 1000, 1);        dLight.castShadow = true;        dLight.shadowCameraVisible = true;        dLight.shadowDarkness = 0.2;        dLight.shadowMapWidth = dLight.shadowMapHeight = 1000;        this.scene.add(dLight);        // add particle of light        particleLight = new THREE.Mesh( new THREE.SphereGeometry(10, 10, 10), new THREE.MeshBasicMaterial({ color: 0x44ff44 }));        particleLight.position = dLight.position;        this.scene.add(particleLight);        // add simple ground        var groundGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1);        ground = new THREE.Mesh(groundGeometry, new THREE.MeshLambertMaterial({            color: this.getRandColor()        }));        ground.position.y = 0;        ground.rotation.x = - Math.PI / 2;        ground.receiveShadow = true;        this.scene.add(ground);        // add circle shape        var circle = new THREE.Mesh(new THREE.CircleGeometry(70, 50), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        circle.rotation.x = - Math.PI / 2;        circle.rotation.y = - Math.PI / 3;        circle.rotation.z = Math.PI / 3;        circle.position.x = -300;        circle.position.y = 150;        circle.position.z = -300;        circle.castShadow = circle.receiveShadow = true;        this.scene.add(circle);        // add cube shape        var cube = new THREE.Mesh(new THREE.CubeGeometry(100, 100, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        cube.rotation.x = cube.rotation.z = Math.PI * 0.1;        cube.position.x = -300;        cube.position.y = 150;        cube.position.z = -100;        cube.castShadow = cube.receiveShadow = true;        this.scene.add(cube);        // add cylinder shape        var cube = new THREE.Mesh(new THREE.CylinderGeometry(60, 80, 90, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        cube.rotation.x = cube.rotation.z = Math.PI * 0.1;        cube.position.x = -300;        cube.position.y = 150;        cube.position.z = 100;        cube.castShadow = cube.receiveShadow = true;        this.scene.add(cube);        // add extrude geometry shape        var extrudeSettings = {            amount: 10,            steps: 10,            bevelSegments: 10,            bevelSize: 10,            bevelThickness: 10        };        var triangleShape = new THREE.Shape();        triangleShape.moveTo(  0, -50 );        triangleShape.lineTo(  -50, 50 );        triangleShape.lineTo( 50, 50 );        triangleShape.lineTo(  0, -50 );        var extrude = new THREE.Mesh(new THREE.ExtrudeGeometry(triangleShape, extrudeSettings), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        extrude.rotation.y = Math.PI / 2;        extrude.position.x = -300;        extrude.position.y = 150;        extrude.position.z = 300;        extrude.castShadow = extrude.receiveShadow = true;        this.scene.add(extrude);        // add icosahedron shape        var icosahedron = new THREE.Mesh(new THREE.IcosahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        icosahedron.position.x = -100;        icosahedron.position.y = 150;        icosahedron.position.z = -300;        icosahedron.castShadow = icosahedron.receiveShadow = true;        this.scene.add(icosahedron);        // add octahedron shape        var octahedron = new THREE.Mesh(new THREE.OctahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        octahedron.position.x = -100;        octahedron.position.y = 150;        octahedron.position.z = -100;        octahedron.castShadow = octahedron.receiveShadow = true;        this.scene.add(octahedron);        // add ring shape        var ring = new THREE.Mesh(new THREE.RingGeometry(30, 70, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        ring.rotation.y = -Math.PI / 2;        ring.position.x = -100;        ring.position.y = 150;        ring.position.z = 100;        ring.castShadow = ring.receiveShadow = true;        this.scene.add(ring);        // add shape geometry shape        var shapeG = new THREE.Mesh(new THREE.ShapeGeometry(triangleShape), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        shapeG.rotation.y = -Math.PI / 2;        shapeG.position.x = -100;        shapeG.position.y = 150;        shapeG.position.z = 300;        shapeG.castShadow = shapeG.receiveShadow = true;        this.scene.add(shapeG);        // add sphere shape        var sphere = new THREE.Mesh(new THREE.SphereGeometry(70, 32, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        sphere.rotation.y = -Math.PI / 2;        sphere.position.x = 100;        sphere.position.y = 150;        sphere.position.z = -300;        sphere.castShadow = sphere.receiveShadow = true;        this.scene.add(sphere);        // add tetrahedron shape        var tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        tetrahedron.position.x = 100;        tetrahedron.position.y = 150;        tetrahedron.position.z = -100;        tetrahedron.castShadow = tetrahedron.receiveShadow = true;        this.scene.add(tetrahedron);        // add torus shape        var torus = new THREE.Mesh(new THREE.TorusGeometry(70, 20, 16, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        torus.rotation.y = -Math.PI / 2;        torus.position.x = 100;        torus.position.y = 150;        torus.position.z = 100;        torus.castShadow = torus.receiveShadow = true;        this.scene.add(torus);        // add torus knot shape        var torusK = new THREE.Mesh(new THREE.TorusKnotGeometry(70, 20, 16, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        torusK.rotation.y = -Math.PI / 2;        torusK.position.x = 100;        torusK.position.y = 150;        torusK.position.z = 300;        torusK.castShadow = torusK.receiveShadow = true;        this.scene.add(torusK);        // add tube shape        var points = [];        for (var i = 0; i < 10; i++) {            var randomX = -100 + Math.round(Math.random() * 200);            var randomY = -100 + Math.round(Math.random() * 200);            var randomZ = -100 + Math.round(Math.random() * 200);            points.push(new THREE.Vector3(randomX, randomY, randomZ));        }        var tube = new THREE.Mesh(new THREE.TubeGeometry(new THREE.SplineCurve3(points), 64, 20), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        tube.rotation.y = -Math.PI / 2;        tube.position.x = 0;        tube.position.y = 500;        tube.position.z = 0;        tube.castShadow = tube.receiveShadow = true;        this.scene.add(tube);    },    getRandColor: function() {        return colors[Math.floor(Math.random() * colors.length)];    }};// Animate the scenefunction animate() {    requestAnimationFrame(animate);    render();    update();}// Update controls and statsfunction update() {    lesson1.controls.update(lesson1.clock.getDelta());    lesson1.stats.update();    // smoothly move the particleLight    var timer = Date.now() * 0.000025;    particleLight.position.x = Math.sin(timer * 5) * 300;    particleLight.position.z = Math.cos(timer * 5) * 300;}// Render the scenefunction render() {    if (lesson1.renderer) {        lesson1.renderer.render(lesson1.scene, lesson1.camera);    }}// Initialize lesson on page loadfunction initializeLesson() {    lesson1.init();    animate();}
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这是用 three.js 建应用的常用结构。几乎所有的东西都将在init方法里创建。

场景创建、相机和渲染

// 创建主要场景this.scene = new THREE.Scene();var SCREEN_WIDTH = window.innerWidth,    SCREEN_HEIGHT = window.innerHeight;// 准备相机var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 1, FAR = 10000;this.camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);this.scene.add(this.camera);this.camera.position.set(-1000, 1000, 0);this.camera.lookAt(new THREE.Vector3(0,0,0));// 准备渲染this.renderer = new THREE.WebGLRenderer({antialias:true, alpha: false});this.renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);this.renderer.setClearColor(0xffffff);this.renderer.shadowMapEnabled = true;this.renderer.shadowMapSoft = true;// 准备容器this.container = document.createElement('div');document.body.appendChild(this.container);this.container.appendChild(this.renderer.domElement);// 事件// events        THREEx.WindowResize(this.renderer, this.camera);
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我们将相机把相机放在45度角,设为全屏幕大小,WebGLRenderer设为白色,再把我们的场景添加到HTML文档中,而且在浏览器窗口大小变化时,用THREEx.WindowResize 来控制渲染和相机的变化。

OrbitControls 和 Stats

为了能够在某种程度上控制相机的 —— three.js 给我们提供了现成的控件。其中之一是 OrbitControls,它能在场景中绕其轴线旋转。一个小插件stats.min.js将有助于我们看到场景的统计(FPS)。

        // 准备控制器        this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);        this.controls.target = new THREE.Vector3(0, 0, 0);        // 开始计数        this.clock = new THREE.Clock();        //开始统计        this.stats = new Stats();        this.stats.domElement.style.position = 'absolute';        this.stats.domElement.style.bottom = '0px';        this.stats.domElement.style.zIndex = 10;        this.container.a
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光和场地的创作

光是一个场景中的重要元素,在我们的第一个教程,我们将创建最简单的定向光线,因为我们要添加基本的阴影:

// 添加定向光线var dLight = new THREE.DirectionalLight(0xffffff);dLight.position.set(1, 1000, 1);dLight.castShadow = true;dLight.shadowCameraVisible = true;dLight.shadowDarkness = 0.2;dLight.shadowMapWidth = dLight.shadowMapHeight = 1000;this.scene.add(dLight);// 添加粒子光线particleLight = new THREE.Mesh( new THREE.SphereGeometry(10, 10, 10), new THREE.MeshBasicMaterial({ color: 0x44ff44 }));particleLight.position = dLight.position;this.scene.add(particleLight);// 添加简单的场地var groundGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1);ground = new THREE.Mesh(groundGeometry, new THREE.MeshLambertMaterial({    color: this.getRandColor()}));ground.position.y = 0;ground.rotation.x = - Math.PI / 2;ground.receiveShadow = true;this.scene.add(ground);
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当我们创建灯光时,用了两个参数 castShadow 和 shadowCameraVisible。这将使我们能够直观地看到光在哪里,理解构造的过程(和边界)的阴影。 
你也可能会注意到,在添加光后,我们增加了一个球形物体——为你准备的,以便直观地知道我们的定向光源在什么位置。我们用一个平面作为地面去接收阴影——我们设置的receiveShadow参数为true。

颜色设置

var colors = [    0xFF62B0,    0x9A03FE,    0x62D0FF,    0x48FB0D,    0xDFA800,    0xC27E3A,    0x990099,    0x9669FE,    0x23819C,    0x01F33E,    0xB6BA18,    0xFF800D,    0xB96F6F,    0x4A9586];getRandColor: function() {    return colors[Math.floor(Math.random() * colors.length)];}
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我们将在场景中添加额外的对象。我用一个方法来生成不同颜色的部件。这个方法将从颜色列表中随机返回一个预定义的颜色。

建模型

 // add simple ground        var groundGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1);        ground = new THREE.Mesh(groundGeometry, new THREE.MeshLambertMaterial({            color: this.getRandColor()        }));        ground.position.y = 0;        ground.rotation.x = - Math.PI / 2;        ground.receiveShadow = true;        this.scene.add(ground);        // add circle shape        var circle = new THREE.Mesh(new THREE.CircleGeometry(70, 50), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        circle.rotation.x = - Math.PI / 2;        circle.rotation.y = - Math.PI / 3;        circle.rotation.z = Math.PI / 3;        circle.position.x = -300;        circle.position.y = 150;        circle.position.z = -300;        circle.castShadow = circle.receiveShadow = true;        this.scene.add(circle);        // add cube shape        var cube = new THREE.Mesh(new THREE.CubeGeometry(100, 100, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        cube.rotation.x = cube.rotation.z = Math.PI * 0.1;        cube.position.x = -300;        cube.position.y = 150;        cube.position.z = -100;        cube.castShadow = cube.receiveShadow = true;        this.scene.add(cube);        // add cylinder shape        var cube = new THREE.Mesh(new THREE.CylinderGeometry(60, 80, 90, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        cube.rotation.x = cube.rotation.z = Math.PI * 0.1;        cube.position.x = -300;        cube.position.y = 150;        cube.position.z = 100;        cube.castShadow = cube.receiveShadow = true;        this.scene.add(cube);        // add extrude geometry shape        var extrudeSettings = {            amount: 10,            steps: 10,            bevelSegments: 10,            bevelSize: 10,            bevelThickness: 10        };        var triangleShape = new THREE.Shape();        triangleShape.moveTo(  0, -50 );        triangleShape.lineTo(  -50, 50 );        triangleShape.lineTo( 50, 50 );        triangleShape.lineTo(  0, -50 );        var extrude = new THREE.Mesh(new THREE.ExtrudeGeometry(triangleShape, extrudeSettings), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        extrude.rotation.y = Math.PI / 2;        extrude.position.x = -300;        extrude.position.y = 150;        extrude.position.z = 300;        extrude.castShadow = extrude.receiveShadow = true;        this.scene.add(extrude);        // add icosahedron shape        var icosahedron = new THREE.Mesh(new THREE.IcosahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        icosahedron.position.x = -100;        icosahedron.position.y = 150;        icosahedron.position.z = -300;        icosahedron.castShadow = icosahedron.receiveShadow = true;        this.scene.add(icosahedron);        // add octahedron shape        var octahedron = new THREE.Mesh(new THREE.OctahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        octahedron.position.x = -100;        octahedron.position.y = 150;        octahedron.position.z = -100;        octahedron.castShadow = octahedron.receiveShadow = true;        this.scene.add(octahedron);        // add ring shape        var ring = new THREE.Mesh(new THREE.RingGeometry(30, 70, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        ring.rotation.y = -Math.PI / 2;        ring.position.x = -100;        ring.position.y = 150;        ring.position.z = 100;        ring.castShadow = ring.receiveShadow = true;        this.scene.add(ring);        // add shape geometry shape        var shapeG = new THREE.Mesh(new THREE.ShapeGeometry(triangleShape), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        shapeG.rotation.y = -Math.PI / 2;        shapeG.position.x = -100;        shapeG.position.y = 150;        shapeG.position.z = 300;        shapeG.castShadow = shapeG.receiveShadow = true;        this.scene.add(shapeG);        // add sphere shape        var sphere = new THREE.Mesh(new THREE.SphereGeometry(70, 32, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        sphere.rotation.y = -Math.PI / 2;        sphere.position.x = 100;        sphere.position.y = 150;        sphere.position.z = -300;        sphere.castShadow = sphere.receiveShadow = true;        this.scene.add(sphere);        // add tetrahedron shape        var tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        tetrahedron.position.x = 100;        tetrahedron.position.y = 150;        tetrahedron.position.z = -100;        tetrahedron.castShadow = tetrahedron.receiveShadow = true;        this.scene.add(tetrahedron);        // add torus shape        var torus = new THREE.Mesh(new THREE.TorusGeometry(70, 20, 16, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        torus.rotation.y = -Math.PI / 2;        torus.position.x = 100;        torus.position.y = 150;        torus.position.z = 100;        torus.castShadow = torus.receiveShadow = true;        this.scene.add(torus);        // add torus knot shape        var torusK = new THREE.Mesh(new THREE.TorusKnotGeometry(70, 20, 16, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        torusK.rotation.y = -Math.PI / 2;        torusK.position.x = 100;        torusK.position.y = 150;        torusK.position.z = 300;        torusK.castShadow = torusK.receiveShadow = true;        this.scene.add(torusK);        // add tube shape        var points = [];        for (var i = 0; i < 10; i++) {            var randomX = -100 + Math.round(Math.random() * 200);            var randomY = -100 + Math.round(Math.random() * 200);            var randomZ = -100 + Math.round(Math.random() * 200);            points.push(new THREE.Vector3(randomX, randomY, randomZ));        }        var tube = new THREE.Mesh(new THREE.TubeGeometry(new THREE.SplineCurve3(points), 64, 20), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));        tube.rotation.y = -Math.PI / 2;        tube.position.x = 0;        tube.position.y = 500;        tube.position.z = 0;        tube.castShadow = tube.receiveShadow = true;        this.scene.add(tube);    },    getRandColor: function() {        return colors[Math.floor(Math.random() * colors.length)];    }};
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设置运动样式

为了顺利地将光,我们只需要在update方法里添加以下代码:

// Update controls and statsfunction update() {    lesson1.controls.update(lesson1.clock.getDelta());    lesson1.stats.update();    // smoothly move the particleLight    var timer = Date.now() * 0.000025;    particleLight.position.x = Math.sin(timer * 5) * 300;    particleLight.position.z = Math.cos(timer * 5) * 300;}
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结束

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