当前位置: 首页 > news >正文

学习threejs,添加户外光照光源

👨‍⚕️ 主页: gis分享者
👨‍⚕️ 感谢各位大佬 点赞👍 收藏⭐ 留言📝 加关注✅!
👨‍⚕️ 收录于专栏:threejs gis工程师


文章目录

  • 一、🍀前言
  • 二、🍀添加户外光照光源
    • 1. ☘️实现思路
    • 2. ☘️代码样例


一、🍀前言

本文详细介绍如何基于threejs在三维场景中添加户外光照光源,亲测可用。希望能帮助到您。一起学习,加油!加油!

二、🍀添加户外光照光源

1. ☘️实现思路

  • 1、初始化renderer渲染器
  • 2、初始化Scene三维场景
  • 3、初始化camera相机,定义相机位置 camera.position.set,设置相机方向camera.lookAt
  • 4、初始化THREE.DirectionalLight平行光源,scene场景加入平行光,初始化THREE.HemisphereLight户外光照光源,设置户外光照光源位置,设置设置投掷阴影为true,scene添加平行光源
  • 5、初始化gui工具,定义控制灯光和投影的函数
  • 6、加载几何模型:创建SphereGeometry球体、BoxGeometry立方体、PlaneGeometry地面几何体以及AxisHelper辅助工具坐标系,Scene场景加入以上几何体和工具。
  • 7、加入controls控制,加入stats监控器,监控帧数信息

2. ☘️代码样例

<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><title>learn15(户外光照光源)</title><script src="lib/threejs/127/three.js-master/build/three.js"></script><script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script><script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script><script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script>
</head>
<style>body {margin: 0;}canvas {width: 100%;height: 100%;display: block;}
</style>
<body onload="draw()">
</body>
<script>var renderervar initRender = () => {renderer = new THREE.WebGLRenderer({antialias: true})renderer.shadowMap.enabled = truerenderer.shadowMap.type = THREE.PCFSoftShadowMaprenderer.setSize(window.innerWidth, window.innerHeight)document.body.appendChild(renderer.domElement)}var scenevar initScene = () => {scene = new THREE.Scene()}var cameravar initCamera = () => {camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)camera.position.set(0, 40, 100)camera.lookAt(new THREE.Vector3(0, 0, 0))}var hemiLight, directionalLightvar initLight = () => {// 天空颜色、地面颜色、光强, 户外光源hemiLight = new THREE.HemisphereLight(0x0000ff, 0x00ff00, 0.3)hemiLight.position.set(0, 500, 0)scene.add(hemiLight)directionalLight = new THREE.DirectionalLight('#ffffff')directionalLight.position.set(-40, 60 - 10)directionalLight.shadow.camera.near = 20directionalLight.shadow.camera.far = 200directionalLight.shadow.camera.left = -50directionalLight.shadow.camera.right = 50directionalLight.shadow.camera.top = 50directionalLight.shadow.camera.bottom = -50directionalLight.shadow.mapSize.width = 1024directionalLight.shadow.mapSize.height = 1024directionalLight.castShadow = truescene.add(directionalLight)}var guivar initGui = () => {gui = {directionalLight: "#ffffff", //点光源directionalLightIntensity: 1, //灯光强度visible: true, //是否可见castShadow: true,exponent: 30,target: "plane",debug: false,groundColor: "#00ff00",skyColor: "#0000ff",hemiLightIntensity: 0.3}var datGui = new dat.GUI()datGui.addColor(gui, 'skyColor').onChange(e => {hemiLight.color = new THREE.Color(e)})datGui.addColor(gui, 'groundColor').onChange(e => {hemiLight.groundColor = new THREE.Color(e)})datGui.add(gui, 'hemiLightIntensity', 0, 1).onChange(e => {hemiLight.intensity = e})datGui.addColor(gui, 'directionalLight').onChange(e => {directionalLight.color = new THREE.Color(e)})datGui.add(gui, 'visible').onChange(e => {directionalLight.visible = e})datGui.add(gui, 'castShadow').onChange(e => {directionalLight.castShadow = e})datGui.add(gui, 'debug').onChange(e => {if (e) {var debug = new THREE.CameraHelper(directionalLight.shadow.camera)debug.name = 'debug'scene.add(debug)} else {var debug = scene.getObjectByName('debug')scene.remove(debug)}})}var statsvar initStats = () => {stats = new Stats()document.body.appendChild(stats.dom)}var controlsvar initControls = () => {controls = new THREE.OrbitControls(camera, renderer.domElement)controls.enableDamping = true}var cube, sphere, planevar initModel = () => {var helper = new THREE.AxisHelper(10)scene.add(helper)var sphereGeometry = new THREE.SphereGeometry(10, 30, 30)var sphereMaterial = new THREE.MeshStandardMaterial({color: 0xeeeeee})var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)sphere.position.set(-20, 20, 0)sphere.castShadow = truescene.add(sphere)var cubeGeometry = new THREE.BoxGeometry(10, 10, 10)var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff})var cube = new THREE.Mesh(cubeGeometry, cubeMaterial)cube.position.set(30, 5, -5)cube.castShadow = truescene.add(cube)var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20)var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa})plane = new THREE.Mesh(planeGeometry, planeMaterial)plane.rotation.x = -0.5 * Math.PIplane.position.y = -0plane.receiveShadow = truescene.add(plane)}var render = () => {renderer.render(scene, camera)}var onWindowResize = () => {camera.aspect = window.innerWidth / window.innercamera.updateProjectionMatrix()render()renderer.setSize(window.innerWidth, window.innerHeight)}var animate = () => {render()stats.update()controls.update()requestAnimationFrame(animate)}var draw = () => {initGui()initRender()initScene()initCamera()initLight()initModel()initStats()initControls()animate()window.onresize = onWindowResize}
</script>
</html>

效果如下:
在这里插入图片描述


http://www.mrgr.cn/news/46002.html

相关文章:

  • 回溯算法之图的作色问题详细解读(附带Java代码解读)
  • 有些类也需计划生育——单例模式
  • 深入探索与实践:抖音商品详情接口的高效调用与数据处理技术
  • BP神经网络的有标签分类Matlab代码
  • 构建高效数据处理桥梁:探索基于数据库驱动的自定义TypeHandler解决方案
  • Springboot——使用poi实现excel动态图片导入解析
  • 【习题】应用UX体验标准
  • Spring Boot 应用开发案例:在线书籍管理系统
  • 上海亚商投顾:创业板指大涨超17% 两市成交额超3.45万亿创
  • 【量化交易、股票预测】MASTER:以市场为导向的股票价格预测变压器
  • 宝兰德亮相2024国际信息通信展:数智创新,信创力量!
  • 哈夫曼树的定义?如何构造?
  • 是德(Keysight)N9030A、N9030B PXA信号分析仪
  • 【Linux】五种IO模型
  • 大模型的安全机制
  • 从零开始:用Python编写自己的简单游戏
  • 大话C++:第15篇 友元
  • 如何使用Python连接和操作MySQL数据库?请提供示例代码。
  • 产品推介——施密特触发器光耦KLH11LX产品系列
  • 007集—— 自动获取图形的外边界(外轮廓)(CAD—C#二次开发入门)