Three.js基础学习教程(3)

旋转立方体——案例源码

<!DOCTYPE html>
<html>
 <head>
 <meta charset="UTF-8">
 <title>旋转立方体 </title>
 <style>
  #canvas-frame {
  width: 100%;
  height: 600px;
  }
 </style>
 </head>
 <body onload="threeStart()">
 <div id="canvas-frame" ></div>
 </body>
 <script type="text/javascript" src="./lib/three.js" ></script>
 <script type="text/javascript">
  var renderer, //渲染器
  width = document.getElementById('canvas-frame').clientWidth, //画布宽
  height = document.getElementById('canvas-frame').clientHeight; //画布高
  //初始化渲染器
  function initThree(){
  renderer = new THREE.WebGLRenderer({
   antialias : true
   //canvas: document.getElementById('canvas-frame')
  });
  renderer.setSize(width, height);
  renderer.setClearColor(0xFFFFFF, 1.0);
  document.getElementById('canvas-frame').appendChild(renderer.domElement);
  renderer.setClearColor(0xFFFFFF, 1.0);
  }
  //初始化场景
  var scene;
  function initScene(){
  scene = new THREE.Scene();
  }
  var camera;
  function initCamera() { //透视相机
  camera = new THREE.PerspectiveCamera(45, width/height , 1, 10000);
  camera.position.x = 50;
  camera.position.y = 150;
  camera.position.z =150;
  camera.up.x = 0;
  camera.up.y = 1; //相机朝向--相机上方为y轴
  camera.up.z = 0;
  camera.lookAt({ //相机的中心点
   x : 0,
   y : 0,
   z : 0
  });
   
  // camera 正交相机
  /*camera = new THREE.OrthographicCamera(-300, 300, 100, -100, 1, 10000);
  camera.position.x = 250;
  camera.position.y = 100;
  camera.position.z = 1800;
  camera.up.x = 0;
  camera.up.y = 1; //相机朝向--相机上方为y轴
  camera.up.z = 0;
  camera.lookAt({ //相机的中心点
   x : 0,
   y : 0,
   z : 0
  });*/
  }
  
  function initLight(){
  // light--这里使用环境光
  //var light = new THREE.DirectionalLight(0xffffff); /*方向性光源*/
  //light.position.set(600, 1000, 800);
  var light = new THREE.AmbientLight(0xffffff); //模拟漫反射光源
  light.position.set(600, 1000, 800); //使用Ambient Light时可以忽略方向和角度,只考虑光源的位置
  scene.add(light);
  }
  function initObject(){ //初始化对象
   
  //初始化地板
  initFloor();
  }
  function initGrid(){ //辅助网格
  var helper = new THREE.GridHelper( 1000, 50 );
  helper.setColors( 0x0000ff, 0x808080 );
  scene.add( helper );
  }
  
  function initFloor(){
  //创建一个立方体
  var geometry = new THREE.BoxGeometry(80, 20, 80);
   for ( var i = 0; i < geometry.faces.length; i += 2 ) {
   var hex = Math.random() * 0xffffff;
   geometry.faces[ i ].color.setHex( hex );
   geometry.faces[ i + 1 ].color.setHex( hex );
  }
  var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors} );
  //将material材料添加到几何体geometry
  var mesh = new THREE.Mesh(geometry, material);
  mesh.position = new THREE.Vector3(0,0,0);
  scene.add(mesh);
  }
 
  
  //初始化页面加载
  function threeStart(){
  //初始化渲染器
  initThree();
  //初始化场景
  initScene();
  //初始透视化相机
  initCamera();
  //初始化光源
  //initLight();
  //模型对象
  initObject();
  //初始化网格辅助线
  initGrid();
  //renderer.render(scene, camera);
  //实时动画
  animation();
  
  }
  /*
  * 旋转原理
  * 相机围绕y轴旋转
  * 不断修改相机x、z轴位置,并且保持场景中的物体一直再相机的视野中,
  * 实时将相机拍摄下来的图片,放到浏览器中去显示
  */
  function animation(){
  //渲染成像
  var timer = Date.now()*0.0001;
  camera.position.x = Math.cos(timer)*100; //相机位置x轴方向
  camera.position.z = Math.sin(timer)*100; //相机位置y轴方向
  //设置相机视野中心
  camera.lookAt(scene.position);
  //渲染成像
  renderer.render(scene, camera);
  //渲染回调animation函数
  requestAnimationFrame(animation);
  }
 </script>
</html>
      

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