接上回咱们继续,再入门一点点...
增加立方体和球体
// 添加立方体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 0;
cube.position.y = 4;
cube.position.z = 2;
// 对象是否渲染倒阴影贴图中
cube.castShadow = true;
scene.add(cube)
// 添加球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)
sphere.position.x = 10;
sphere.position.y = 4;
sphere.position.z = 0;
sphere.castShadow = true;
scene.add(sphere);
但此时页面并不能看到立方体和球体,这时神说:要有光!那么我们就添加光源
// 创建聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(30, 30, -10);
spotLight.castShadow = true;
// 添加聚光灯
scene.add(spotLight)
动画实现
下面代码两种方式都能够实现动画效果,但是用setInterval会有卡针的现象
function render() {
renderer.render(scene, camera);
// 每次绕y轴转0.01
cube.rotateY(0.01);
}
setInterval(render, 16
let T0 = new Date();
function render() {
let T1 = new Date();
let t = T1 - T0;
T0 = T1;
renderer.render(scene, camera);
// 每次绕y轴转0.01弧度
// cube.rotateY(0.01);
// 每一毫秒渲染0.001弧度
cube.rotateY(0.001 * t);
window.requestAnimationFrame(render);
}
window.requestAnimationFrame(render);
鼠标控制三维场景
引入OrbitControls.js
// 创建controls对象
var controls = new THREE.OrbitControls(camera, renderer.domElement);
// 监听控制器的鼠标事件,执行渲染内容
controls.addEventListener('change', () => {
renderer.render(scene, camera);
})