我的第一个three.js应用
我的第一个three.js应用2022年3月10日
本帖最后由 tzbm123456 于 2022-10-11 07:25 编辑
<!doctype html>
<html>
<head>
<title>我的第一个three.js应用</title>
<script src="../build/three.js"></script>
<script type="text/javascript" src="../examples/js/controls/OrbitControls.js"></script>
<script type="text/javascript" src="../examples/js/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../examples/js/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/math/Vector3.js"></script>
<script type="text/javascript" src="../src/math/Matrix4.js"></script>
<script type="text/javascript" src="../src/helpers/AxesHelper.js"></script>
<style>
body { margin: 0; }
canvas {
display: block;
cursor: pointer;
}
#Window1{
float: left;
border: 1px solid #f00;
width: 945px;
height: 980px;
}
#Window2{
float: right;
border: 1px solid #f00;
width: 945px;
height: 980px;
}
</style>
<script>
var width,height;
//一、总体框架
//1、初始化场景
var scene;
function initScene(){
scene=new THREE.Scene();
}
//2、初始化相机
var camera1;
function initCamera1(){
width=document.getElementById('Window1').clientWidth;
height=document.getElementById('Window1').clientHeight;
//创建相机camera1
camera1=new THREE.PerspectiveCamera(45,width/height,1,10000);
camera1.position.x=0;
camera1.position.y=300;
camera1.position.z=900;
camera1.up.x=1;
camera1.up.y=0;
camera1.up.z=0;
console.log(camera1.up);
}
var camera2;
function initCamera2(){
width=document.getElementById('Window2').clientWidth;
height=document.getElementById('Window2').clientHeight;
camera2=new THREE.PerspectiveCamera(45,width/height,1,10000);
camera2.position.x=0;
camera2.position.y=0;
camera2.position.z=900;
//console.log(camera2.up);
}
//3、初始化渲染器
var renderer1,renderer2;
function initRenderer1(){
width=document.getElementById('Window1').clientWidth;
height=document.getElementById('Window1').clientHeight;
//width=window.innerWidth;
//height=window.innerHeight,
//renderer=new THREE.WebGLRenderer({antialias:true});
renderer1 = new THREE.CanvasRenderer();
renderer1.setSize(width,height);
//document.body.appendChild(renderer.domElement);
document.getElementById('Window1').appendChild(renderer1.domElement);
renderer1.setClearColor(0xAAAAAA,1.0);
}
function initRenderer2(){
width=document.getElementById('Window2').clientWidth;
height=document.getElementById('Window2').clientHeight;
//width=window.innerWidth;
//height=window.innerHeight,
//renderer=new THREE.WebGLRenderer({antialias:true});
renderer2 = new THREE.CanvasRenderer();
renderer2.setSize(width,height);
//document.body.appendChild(renderer.domElement);
document.getElementById('Window2').appendChild(renderer2.domElement);
renderer2.setClearColor(0xAAAAAA,1.0);
}
//4、初始化控制器
var controls1;
function initcontrols1(){
//创建相机控制器controls1
controls1 = new THREE.OrbitControls(camera1,renderer1.domElement);//创建控件对象
controls1.target=new THREE.Vector3(0,300,0);
//更新相机内容
controls1.update()
}
var controls2;
function initcontrols2(){
//创建相机控制器controls1
controls2 = new THREE.OrbitControls(camera2,renderer2.domElement);//创建控件对象
}
本帖最后由 tzbm123456 于 2022-10-11 07:25 编辑
//二、场景内容
//1、灯光
var light;
function initLight(){
light=new THREE.DirectionalLight(0xFF0000,1.0,0);
light.position.set(100,100,200);
scene.add(light);
}
//2、实体
function initObject(){
//添加坐标实体axesHelper
var axesHelper = new THREE.AxesHelper( 100 );
scene.add( axesHelper );
//添加线实体
var material=new THREE.LineBasicMaterial({
vertexColors:true,
color:new THREE.Color(0xff0000),
linewidth:5
});
var color1=new THREE.Color(0x444444),color2=new THREE.Color(0xFF0000);
var pt1=new THREE.Vector3(-100,-100,0);
var pt2=new THREE.Vector3(100,100,0);
var geometry=new THREE.Geometry();
geometry.vertices.push(pt1);
geometry.vertices.push(pt2);
geometry.colors.push(color1,color2);
var line=new THREE.Line(geometry,material,THREE.LineSegments);
var matrixT=new THREE.Matrix4();
matrixT.makeTranslation(-50,50,50);
var matrixR=new THREE.Matrix4();
matrixR.makeRotationZ(Math.PI/4);
var matrixRT=new THREE.Matrix4();
matrixRT.multiplyMatrices(matrixT,matrixR);
line.applyMatrix(matrixRT)
//line.applyMatrix(matrixT)
//line.rotateZ(Math.PI/4);
scene.add(line);
}
//三、场景渲染
function render1() {
//renderer1.clear();
renderer1.render( scene, camera1 );
}
function render2() {
//renderer1.clear();
renderer2.render( scene, camera2 );
}
//四、相机控制
function controlCamera1(){
//通过controls1相机控制器监听鼠标左中右健事件
controls1.addEventListener('change', function () {
//renderer1.clear();
renderer1.render( scene, camera1 );
});
controls1.screenSpacePanning=true;
//通过DOM监听鼠标左健点击事件
renderer1.domElement.addEventListener('click', function(evt){
console.log("X:"+evt.clientX+"|"+"Y:"+evt.clientY);
var vt=new THREE.Vector3();
camera1.getWorldDirection(vt);
console.log("相机位置点:");
console.log(camera1.position);
console.log("相机目标点:");
console.log(controls1.target);
console.log(vt);
});
}
function controlCamera2(){
controls2.addEventListener('change', render2);//监听鼠标、键盘事件
controls2.screenSpacePanning=true;
/*
renderer2.domElement.addEventListener('click', function(evt){
console.log("X:"+evt.clientX+"|"+"Y:"+evt.clientY);
var vector = new THREE.Vector3(( evt.clientX / width ) * 2 - 1, -( evt.clientY / height ) * 2 + 1,0.5);
console.log(vector);
var vectorP = vector.unproject(camera2);
console.log(vectorP);
});
*/
}
function main(){
//一、总体框架
initScene();
initCamera1();
initCamera2();
initRenderer1();
initRenderer2();
initcontrols1();
initcontrols2();
//二、场景内容
initLight();
initObject();
//三、渲染
render1();
render2();
//四、控制
controlCamera1();
controlCamera2();
console.log("111111");
console.log(controls1.target);
}
</script>
</head>
<body>
<div id="Window1"></div>
<div id="Window2"></div>
</body>
</html>
THREE.js 基础模板:E:\A1_IT\WebGL\three.js-master\Sample\ThreejsBaseTemplate.html
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