[webGL學習]基於three.js構建WebGL例項第三講
大多程式設計師在剛開始理解3D(webGL)的知識時,通常對三維空間可能理解的比較困難,你也可能有困難理解不同的光線是如何工作的,或軸甚至如何位於空間。
今天,我會幫你處理這些問題。three.js所擁有一切必要的手段來為這個 - 幫手。在今天的例子中,我已經準備好為你工作的所有現有傭工示範:ArrowHelper,AxisHelper,BoundingBoxHelper,CameraHelper,DirectionalLightHelper,GridHelper,HemisphereLightHelper,PointLightHelper,SpotLightHelper。所有這些將有助於你理解的WebGL的內部工作原理。
HTML
這部分沒有變,跟之前的一樣.
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="utf-8" />
<meta name="author" content="Script Tutorials" />
<title>WebGL With Three.js - Lesson 2 | 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>
Javascript程式碼
首先,讓我們來建立一些簡單的場景,包括以下內容:攝像頭,光線直射,地面和兩個領域:
var dLight, bboxHelper, dlightHelper;
// load texture
var texture = THREE.ImageUtils.loadTexture('texture.png');
texture.repeat.set(10, 10);
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.anisotropy = 16;
texture.needsUpdate = true;
var textureBump = THREE.ImageUtils.loadTexture('bump.png');
textureBump.repeat.set(10, 10);
textureBump.wrapS = textureBump.wrapT = THREE.RepeatWrapping;
textureBump.anisotropy = 16;
textureBump.needsUpdate = true;
var lesson3 = {
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(-1600, 600, 1200);
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
dLight = new THREE.DirectionalLight(0xffffff);
dLight.position.set(0, 400, 0);
dLight.castShadow = true;
// dLight.shadowCameraVisible = true;
dLight.shadowMapWidth = dLight.shadowMapHeight = 1000;
this.scene.add(dLight);
// add simple ground
var groundGeometry = new THREE.PlaneGeometry(1200, 1200, 1, 1);
ground = new THREE.Mesh(groundGeometry, new THREE.MeshLambertMaterial({
color: 0x9669FE
}));
ground.position.y = -20;
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
this.scene.add(ground);
// create a new group (Object3D)
var group = new THREE.Object3D();
// add two spheres
var sphere = this.drawSphere(-100, 150, new THREE.MeshPhongMaterial({ map: texture, bumpMap: textureBump, color: 0x00ff00, specular: 0xff2200, emissive: 0x004000 }));
var sphere2 = this.drawSphere( 100, 150, new THREE.MeshPhongMaterial({ map: texture, bumpMap: textureBump, color: 0x00ff00, specular: 0xff2200, shininess: 3 }));
// and add them into the group
group.add(sphere);
group.add(sphere2);
this.scene.add(group);
// add helpers:
// 1. ArrowHelper
var directionV3 = new THREE.Vector3(1, 0, 1);
var originV3 = new THREE.Vector3(0, 200, 0);
var arrowHelper = new THREE.ArrowHelper(directionV3, originV3, 100, 0xff0000, 20, 10); // 100 is length, 20 and 10 are head length and width
this.scene.add(arrowHelper);
// 2. AxisHelper
var axisHelper = new THREE.AxisHelper(800); // 500 is size
this.scene.add(axisHelper);
// 3. BoundingBoxHelper
bboxHelper = new THREE.BoundingBoxHelper(group, 0x999999);
this.scene.add(bboxHelper);
// 4. CameraHelper
var cameraParObj = new THREE.Object3D();
cameraParObj.position.y = 200;
cameraParObj.position.z = 700;
this.scene.add(cameraParObj);
perspectiveCamera = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight, 0.01, 1500);
cameraParObj.add(perspectiveCamera);
var cameraHelper = new THREE.CameraHelper(perspectiveCamera);
this.scene.add(cameraHelper);
// 5. DirectionalLightHelper
dlightHelper = new THREE.DirectionalLightHelper(dLight, 50); // 50 is helper size
this.scene.add(dlightHelper);
},
drawSphere: function(x, z, material) {
var sphere = new THREE.Mesh(new THREE.SphereGeometry(70, 70, 20), material);
sphere.rotation.x = sphere.rotation.z = Math.PI * Math.random();
sphere.position.x = x;
sphere.position.y = 100;
sphere.position.z = z;
sphere.castShadow = sphere.receiveShadow = true;
return sphere;
}
};
// Animate the scene
function animate() {
requestAnimationFrame(animate);
render();
update();
}
// Update controls and stats
function update() {
bboxHelper.update();
dlightHelper.update();
lesson3.controls.update(lesson3.clock.getDelta());
lesson3.stats.update();
// smoothly move the dLight
var timer = Date.now() * 0.000025;
dLight.position.x = Math.sin(timer * 5) * 300;
dLight.position.z = Math.cos(timer * 5) * 300;
}
// Render the scene
function render() {
if (lesson3.renderer) {
lesson3.renderer.render(lesson3.scene, lesson3.camera);
}
}
// Initialize lesson on page load
function initializeLesson() {
lesson3.init();
animate();
}
if (window.addEventListener)
window.addEventListener('load', initializeLesson, false);
else if (window.attachEvent)
window.attachEvent('onload', initializeLesson);
else window.onload = initializeLesson;
請注意兩個球體加入到該組(這是普通的物件的3D物件)。現在,我們可以開始下面的功能實現介紹。
ArrowHelper
它利用一個軸物件以視覺化的3軸以簡單的方式。X軸是紅色的。Y軸是綠色的。Z軸是藍色的。這有助於理解在空間的所有三個軸的方向。要新增這個幫手,使用下面的程式碼:
// AxisHelper
var axisHelper = new THREE.AxisHelper(800);
this.scene.add(axisHelper);
BoundingBoxHelper
它繪製線條物件的任何物件(Object3D)的外接矩形框,顯示此物件的世界軸對齊邊框。記住我們結合在單組物件這兩個領域?要新增這個幫手,使用下面的程式碼:
//3. BoundingBoxHelper
bboxHelper = new THREE.BoundingBoxHelper(group, 0x999999);
this.scene.add(bboxHelper);
CameraHelper
它吸引的特定物件3D物件(它看起來像金字塔)與線幾何,這有助於視覺化什麼指定攝像機包含在它的視錐。要新增這個幫手,使用下面的程式碼:
// 4. CameraHelper
var cameraParObj = new THREE.Object3D();
cameraParObj.position.y = 200;
cameraParObj.position.z = 700;
this.scene.add(cameraParObj);
perspectiveCamera = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight, 0.01, 1500);
cameraParObj.add(perspectiveCamera);
var cameraHelper = new THREE.CameraHelper(perspectiveCamera);
this.scene.add(cameraHelper);
DirectionalLightHelper
它繪製一個線物件以顯示定向的光的方向。我們將逐步把我們的光源的給你看顯然這幫手。要新增這個幫手,使用下面的程式碼:
// 5. DirectionalLightHelper
dlightHelper = new THREE.DirectionalLightHelper(dLight, 50); // 50 is helper siz
this.scene.add(dlightHelper);
GridHelper
要檢視傭工的其餘部分,我們建立了第二個演示。其次是GridHelper,這個輔助繪製線條的二維網格。要新增這個幫手,使用下面的程式碼:
var gridHelper = new THREE.GridHelper(500, 40); // 500 is grid size, 20 is grid step
gridHelper.position = new THREE.Vector3(0, 0, 0);
gridHelper.rotation = new THREE.Euler(0, 0, 0);
this.scene.add(gridHelper);
var gridHelper2 = gridHelper.clone();
gridHelper2.rotation = new THREE.Euler(Math.PI / 2, 0, 0);
this.scene.add(gridHelper2);
var gridHelper3 = gridHelper.clone();
gridHelper3.rotation = new THREE.Euler(Math.PI / 2, 0, Math.PI / 2);
this.scene.add(gridHelper3);
HemisphereLightHelper
其餘3個助手是燈,HemisphereLightHelper是HemisphereLight物件。我們不得不關閉我們的定向光,使半球光。要新增這個幫手,使用下面的程式碼:
// add hemisphere light
var hemiLight = new THREE.HemisphereLight(0x0000ff, 0x00ff00, 0.4);
hemiLight.color.setHSL(0.6, 1, 0.6);
hemiLight.groundColor.setHSL(0.095, 1, 0.75);
hemiLight.position.set(-200, 400, -200);
this.scene.add(hemiLight);
var hlightHelper = new THREE.HemisphereLightHelper(hemiLight, 50, 300); // 50 is sphere size, 300 is arrow length
this.scene.add(hlightHelper);
PointLightHelper
類似以前的點光源助手是點光源的物件。要新增這個幫手,使用下面的程式碼:
// add point light
var pointLight = new THREE.PointLight(0xffff00, 1.0);
pointLight.position.set(300,300,300);
this.scene.add(pointLight);
var pointLightHelper = new THREE.PointLightHelper(pointLight, 50); // 50 is sphere size
this.scene.add(pointLightHelper);
SpotLightHelper
最後,我們添加了聚光燈下:聚光燈Helper是聚光燈的物件。要新增這個幫手,使用下面的程式碼:
// add spot light
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-300,400,300);
spotLight.castShadow = true;
spotLight.shadowCameraFov = 60;
this.scene.add(spotLight);
var spotLightHelper = new THREE.SpotLightHelper(spotLight, 50); // 50 is sphere size
this.scene.add(spotLightHelper);
結束
未完繼續
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