场景相关函数和属性
下面的代码中应用到了所有以上的函数及属性:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript" src="libs/stats.js"></script> <script type="text/javascript" src="libs/dat.gui.js"></script> <style> body{ /*移除滚动条*/ margin:0; overflow:hidden; } </style> </head> <body> <div id="WebGL-output"></div> <div id="Stats-output"></div> <script type="text/javascript"> function init(){ var scene=new THREE.Scene(); //scene.fog=new THREE.Fog(0xffffff,0.1,100);//颜色、近处、远处,越远浓度越高 scene.fog=new THREE.FogExp2(0xffffff,0.015);//颜色、浓度 var stats=new initStats(); var camera=new THREE.PerspectiveCamera(45,window.innerWidth/window.innerHeight,1,1000); camera.position.x=-30; camera.position.y=40; camera.position.z=30; camera.lookAt(scene.position); scene.add(camera); var renderer=new THREE.WebGLRenderer(); renderer.setClearColor(0xFFFFFF,1.0); renderer.setSize(window.innerWidth,window.innerHeight); renderer.shadowMapEnabled=true; var planeGeometry=new THREE.PlaneGeometry(60,50,1,1); var planeMaterial=new THREE.MeshLambertMaterial({color:0xffffff}); var plane=new THREE.Mesh(planeGeometry,planeMaterial); plane.rotation.x = -0.5 * Math.PI; plane.position.x = 0; plane.position.y = 0; plane.position.z = 0; plane.receiveShadow=true; scene.add(plane); var spotLight=new THREE.SpotLight(0xffffff); spotLight.position.set(-30,80,-10); spotLight.castShadow=true;//此光源产生阴影 scene.add(spotLight); var ambientLight=new THREE.AmbientLight(0x0a0a0a); // ambientLight.castShadow=true;//此光源产生阴影 scene.add(ambientLight); document.getElementById("WebGL-output").appendChild(renderer.domElement); var controls=new function(){ this.rotationSpeed=0.02; this.numberOfObjects = scene.children.length; this.addCube=function(){ var cubeSize = Math.ceil((Math.random() * 3)); var cubeGeometry=new THREE.CubeGeometry(cubeSize,cubeSize,cubeSize); var cubeMaterial=new THREE.MeshLambertMaterial({color:Math.random()*0xffffff}); var cube=new THREE.Mesh(cubeGeometry,cubeMaterial); cube.castShadow=true; cube.name="cube-"+scene.children.length; cube.position.x=-30+Math.round(Math.random()*planeGeometry.parameters.width); cube.position.y=Math.round(Math.random()*5); cube.position.z=-25+Math.round(Math.random()*planeGeometry.parameters.height); scene.add(cube); this.numberOfObjects=scene.children.length; }; this.removeCube=function(){ var allChildren=scene.children;//获取场景中所有子对象的列表 var lastObject=allChildren[allChildren.length-1]; if(lastObject instanceof THREE.Mesh){ scene.remove(lastObject); this.numberOfObjects=scene.children.length; } }; this.outputObjects = function () { console.log(scene.children); }; }; // scene.overrideMaterial=new THREE.MeshLambertMaterial({color:0xffffff});//设置所有物体的材质属性 var gui=new dat.GUI(); gui.add(controls,‘rotationSpeed‘,0,1.0);//范围为0-0.5 gui.add(controls, ‘addCube‘); gui.add(controls, ‘removeCube‘); gui.add(controls, ‘outputObjects‘); gui.add(controls, ‘numberOfObjects‘).listen(); render (); function render() { stats.update(); scene.traverse(function (e) {//将一个函数作为参数传递进来,这个传递进来的函数将会在场景的每一个子对象上调用一次 if (e instanceof THREE.Mesh && e != plane) { e.rotation.x += controls.rotationSpeed; e.rotation.y += controls.rotationSpeed; e.rotation.z += controls.rotationSpeed; } }); requestAnimationFrame(render); renderer.render(scene, camera); } 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>
运行效果如下图: