three.js實現(xiàn)圍繞某物體旋轉
更新時間:2017年01月25日 09:28:32 作者:艾瑞卡
本篇文章主要介紹了three.js實現(xiàn)圍繞某物體旋轉的示例代碼。具有很好的參考價值,下面跟著小編一起來看下吧
話不多說,請看代碼:
可以拖動右上角觀察變化
<!DOCTYPE html>
<html lang="en" style="width: 100%; height:100%;">
<head>
<meta charset="UTF-8">
<title>Document</title>
<script src="http://cdn.bootcss.com/three.js/r83/three.min.js"></script>
<script src="http://cooklife.cn/html/node_modules/dat.gui/build/dat.gui.min.js"></script>
</head>
<body onload="threeExcute()" style="width: 100%; height:100%;">
<div id="box"></div>
</body>
<!-- Three.js的核心五步就是:
1.設置three.js渲染器
2.設置攝像機camera
3.設置場景scene
4.設置光源light
5.設置物體object
-->
<script>
// 1.設置three.js渲染器
var renderer;
function initThree(){
width = document.getElementById("box").clientWidth;
height = document.getElementById("box").clientHeight;
renderer = new THREE.WebGLRenderer({
antialias:true
});/*生成渲染器對象(屬性:抗鋸齒效果為設置有效)*/
renderer.setSize(width,height);
document.getElementById("box").appendChild(renderer.domElement);
/*設置canvas背景色(clearColor)和背景色透明度(clearAlpha) */
renderer.setClearColor(0xFFFF00,1.0);
}
// 2.設置攝像機camera
var camera;
function initCamera(){
camera = new THREE.PerspectiveCamera(45,width/height,1,10000);
camera.position.x = 1000;
camera.position.y = 1000;
camera.position.z = 1000;
camera.up.x = 0;
camera.up.y = 0;
camera.up.z = 100;
camera.lookAt({x:0,y:0,z:0}); //設置視野的中心坐標
}
// 3.設置場景
var scene;
function initScene(){
scene = new THREE.Scene();
}
// 4.設置光源light
var light;
function initLight(){
light = new THREE.DirectionalLight(0xFF00FF, 1.0, 0); //平行光
light.position.set(100,100, 200); //設置光源位置
scene.add(light); //將官員添加到場景
}
//5.設置物體
var sphereMesh;
var cubeMesh;
var cubeMesh2;
var cubeMesh3;
var cubeMesh4;
var cubeMesh5;
var cubeMesh6;
function initObject(){
cubeMesh = new THREE.Mesh(new THREE.BoxGeometry(80,80,80),new THREE.MeshLambertMaterial({color:0xff0000})/*
設置球體的材質*/);
cubeMesh2 = new THREE.Mesh(new THREE.BoxGeometry(80,80,80),new THREE.MeshLambertMaterial({color:0xff0000})/*
設置球體的材質*/);
cubeMesh3 = new THREE.Mesh(new THREE.BoxGeometry(80,80,80),new THREE.MeshLambertMaterial({color:0xff0000})/*
設置球體的材質*/);
sphereMesh = new THREE.Mesh(new THREE.SphereGeometry(200,200,200),new THREE.MeshLambertMaterial({color:0xff00FF})/*設置球體的材質*/); //材質設定
sphereMesh.position.set(0,0,0); /*設置物體位置*/
cubeMesh2.position.set(400,0,0);
cubeMesh.position.set(390,150,0);
cubeMesh3.position.set(380,100,0);
/*
* 旋轉要點。。。
*/
var pivotPoint = new THREE.Object3D();
pivotPoint.add(cubeMesh);
pivotPoint.add(cubeMesh2);
pivotPoint.add(cubeMesh3);
sphereMesh.add(pivotPoint);
scene.add(sphereMesh);
sphereMesh.name = 'cube'
}
control = new function () {
this.rotationSpeedX = 0.001;
this.rotationSpeedY = 0.001;
this.rotationSpeedZ = 0.001;
};
function addController(){
var gui = new dat.GUI();
gui.add(control, 'rotationSpeedX', -0.2, 0.2);
gui.add(control, 'rotationSpeedY', -0.2, 0.2);
gui.add(control, 'rotationSpeedZ', -0.2, 0.2);
}
function render(){
renderer.render(scene, camera);
scene.getObjectByName('cube').rotation.x += control.rotationSpeedX;
scene.getObjectByName('cube').rotation.y += control.rotationSpeedY;
scene.getObjectByName('cube').rotation.z += control.rotationSpeedZ;
requestAnimationFrame(render);
}
function threeExcute(){
initThree();
initCamera();
initScene();
initLight();
initObject();
renderer.clear();
addController();
render();
}
</script>
<style type="text/css">
div#box{
border: none;
cursor: move;
width: 100%;
height: 100%;
background-color: #EEEEEE;
}
</style>
</html>
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