Three.js入门

定义

Three.js是基于原生WebGL封装运行的三维引擎,在所有WebGL引擎中,Three.js是国内文资料最多、使用最广泛的三维引擎。

资源结构

androidstudio threEJS 代码提示_点光源

引入方式
  1. 相对路径引入
<script src="./three.js"></script>
  1. 绝对路径远程加载
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
开始第一个three.js项目
- 创建场景对象scene
 - 创建网格模型
 - 设置光源
 - 设置相机
 - 创建渲染器对象

//创建场景对象scene
var scene = new THREE.Scene();
//创建网格模型
//创建一个立方体几何对象Geometry
var geometry = new THREE.BoxGeometry(100, 100, 100);  
// 创建材质对象
 var mesh = new THREE.Mesh(geometry, material); 
// 将网格模型添加到场景中
scene.add(mesh)
//设置光源
// 光源类型
//点光源
var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中


//设置相机
var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
    //创建相机对象
    var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
    camera.position.set(200, 300, 200); //设置相机位置
    camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
//创建渲染器对象
var renderer = new THREE.WebGLRenderer();
    renderer.setSize(width, height);//设置渲染区域尺寸
    renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
    //执行渲染操作   指定场景、相机作为参数
    renderer.render(scene, camera);
three.js程序结构

androidstudio threEJS 代码提示_点光源_02

常用材质介绍
  • 点材质 – PointMaterial
  • 线材质
  1. LineBasicMaterial 线基础材质
  2. LineDashedMaterial 虚线材质
  • 网格材质
  1. MeshBasicMaterial 网格基础材质
  2. MeshLamberMaterial 网格lamber材质 暗淡、瞒反射
  3. MeshPhonegMaterial 网格Phong材质 高亮表面、镜面反射
  4. MeshDepthMaterial 网格深度材质
  5. MeshNormalMaterial 网格法向量材质
  6. PBR材质
  • 精灵材质 SpriteMaterial
  • 自定义着色器材质
  1. RawShadderMaterial
  2. ShaderMaterial
常用光源
  1. 环境光 AmbientLight
//环境光:环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);//环境光对象添加到scene场景中
  1. 平行光 DirectionalLight
// 平行光
var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
// 设置光源的方向:通过光源position属性和目标指向对象的position属性计算
directionalLight.position.set(80, 100, 50);
// 方向光指向对象网格模型mesh2,可以不设置,默认的位置是0,0,0
directionalLight.target = mesh2;
scene.add(directionalLight);
  1. 点光源 PointLight
//点光源
var point = new THREE.PointLight(0xffffff);
//设置点光源位置,改变光源的位置
point.position.set(400, 200, 300);
scene.add(point);
  1. 聚光灯光源 SpotLight
// 聚光光源
var spotLight = new THREE.SpotLight(0xffffff);
// 设置聚光光源位置
spotLight.position.set(200, 200, 200);
// 聚光灯光源指向网格模型mesh2
spotLight.target = mesh2;
// 设置聚光光源发散角度
spotLight.angle = Math.PI / 6
scene.add(spotLight);//光对象添加到scene场景中
  1. 基类Light
常见几何体

androidstudio threEJS 代码提示_Math_03

常用曲线

androidstudio threEJS 代码提示_环境光_04

案例

<!DOCTYPE html>
<html>

<head>
    <meta charset=utf-8>
    <title>My first three.js app</title>
    <style>
        body {
            margin: 0;
        }
        
        canvas {
            width: 100%;
            height: 100%
        }
    </style>
</head>

<body>
    <script src="js/three.js"></script>
    <script>
        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
        var geometry = new THREE.BoxGeometry(1, 1, 1);

        var material = new THREE.MeshLambertMaterial({
            color: 0x00ff00
        });
        var cube = new THREE.Mesh(geometry, material);
        scene.add(cube);

        camera.position.z = 5;
        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight)

        function animate() {
            requestAnimationFrame(animate);
            cube.rotation.x += 0.01;
            cube.rotation.y += 0.04;
            renderer.render(scene, camera);

            renderer.setClearColor(new THREE.Color(0x0023a0, 1.0));
            renderer.shadowMap.enabled = true;
        }
        animate();
    </script>
</body>

</html>


var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30
        camera.lookAt(scene.position);
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
        renderer.setClearColor(new THREE.Color(0x000000));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        var axes = new THREE.AxesHelper(20);
        scene.add(axes);
        var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1);
        var planeMaterial = new THREE.MeshLambertMaterial({
            color: 0xcccccc
        });
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 15
        plane.position.y = 0
        plane.position.z = 0
        scene.add(plane);
        plane.receiveShadow = true;
        var geometry = new THREE.BoxGeometry(4, 4, 4);
        var material = new THREE.MeshLambertMaterial({
            color: 0x00ff00
        });
        var cube = new THREE.Mesh(geometry, material);
        cube.position.x = 0;
        cube.position.y = 2;
        cube.position.z = 0;
        cube.castShadow = true;
        scene.add(cube);
        const light = new THREE.DirectionalLight('#5fe', 1)
        light.position.set(10, 10, 20)
        var spotLight = new THREE.PointLight(0x33ffff);
        spotLight.position.set(40, 10, 30);
        spotLight.shadowCameraNear = 2;
        spotLight.shadowCameraFar = 200;
        spotLight.distance = 0;
        spotLight.angle = 0.4;
        scene.add(light);
        scene.add(spotLight)
        spotLight.castShadow = true;
        var stats = new Stats();
        stats.showPanel(0);
        document.body.appendChild(stats.dom);
        var sphereGeometry = new THREE.SphereGeometry(4, 100, 100)
        var sphereMeterial = new THREE.MeshLambertMaterial({
            color: '#d4237a'
        })
        sphere = new THREE.Mesh(sphereGeometry, sphereMeterial)
        sphere.position.x = 8;
        sphere.position.y = 6;
        sphere.position.z = 2;
        sphere.castShadow = true;
        scene.add(sphere);
        var sphereGeometry2 = new THREE.SphereGeometry(3, 30, 30)
        var sphereMeterial2 = new THREE.MeshLambertMaterial({
            color: '#abf45a'
        })
        sphere2 = new THREE.Mesh(sphereGeometry2, sphereMeterial2)
        sphere2.position.x = 0;
        sphere2.position.y = 1;
        sphere2.position.z = 5;
        sphere2.castShadow = true;
        scene.add(sphere2);
        var step = 0;
        var step2 = 0;

        function animate() {

            cube.rotation.x += 0.09;
            cube.rotation.y += 0.04;
            // sphere.position.x = 20 + (10 * Math.cos(step));
            sphere.position.y = 2 + (10 * Math.abs(Math.sin(step)))
            step += 0.02
            step2 += 0.05
            sphere2.position.x = 2 + (10 * Math.cos(step2));
            sphere2.position.z = 2 + (10 * Math.abs(Math.sin(step2)))
            requestAnimationFrame(animate);
            renderer.render(scene, camera);


            renderer.shadowMap.enabled = true;
        }
        animate();
  1. 贴图采用base64编码,太长了,代码省略了
var scene = new THREE.Scene() //初始化场景
        var camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 100000);
        camera.position.set(50, 20, 1500);
        var renderer = new THREE.WebGLRenderer({
            alpha: true,
            antialias: true
        })
        renderer.setSize(window.innerWidth, window.innerHeight);
        var orbitcontrols = new THREE.OrbitControls(camera, renderer.domElement);
        document.body.appendChild(renderer.domElement);
        var sunTexture = THREE.ImageUtils.loadTexture('编码', {}, function() {
            renderer.render(scene, camera);
        }))
        var earthTexture = THREE.ImageUtils.loadTexture('编码', {}, function() {
            renderer.render(scene, camera);
        })
        var sphereGeometry = new THREE.SphereGeometry(20, 30, 30)
        var sphereMaterial = new THREE.MeshBasicMaterial({
            map: sunTexture
        })
        centerBall = new THREE.Mesh(sphereGeometry, sphereMaterial);
        scene.add(centerBall)
        var eartheGeometry = new THREE.SphereGeometry(120, -30, -30)
        var earthMaterial = new THREE.MeshBasicMaterial({
            map: earthTexture
        })
        centerBall2 = new THREE.Mesh(eartheGeometry, earthMaterial);
        scene.add(centerBall2)
        var generateSprite = function(color) {
            var canvas = document.createElement('canvas');
            canvas.width = 16;
            canvas.height = 16;
            var context = canvas.getContext('2d');
            var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2)
            gradient.addColorStop(0, 'rgba(' + color + ',1)');
            gradient.addColorStop(0.2, 'rgba(' + color + ',1)');
            gradient.addColorStop(0.4, 'rgba(' + color + ',.6)');
            gradient.addColorStop(1, 'rgba(0,0,0,0)');
            context.fillSTylel = gradient;
            context.fillRect(0, 0, canvas.width, canvas.height);
            return canvas;
        }
        var sunSpriteColor = '15,120,155'
        var SpriteMaterial = new THREE.SpriteMaterial({
            map: new THREE.CanvasTexture(generateSprite(sunSpriteColor)),
            blending: THREE.AdditiveBlending
        })
        var centerBallLite = new THREE.Sprite(SpriteMaterial);
        centerBallLite.scale.x = centerBallLite.scale.y = centerBallLite.scale.z = 250;
        scene.add(centerBallLite);
        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight)
        centerBall.position.y = 60
        centerBall2.position.x = 160

        centerBall.position.x = 160
        centerBall2.position.y = -60
        var step2 = 0;

        function animate() {
            requestAnimationFrame(animate);
            // centerBall.rotation.x += 0.01;
            centerBall.rotation.y += 0.04;
            centerBall2.rotation.y += 200;
            step2 += 0.1;
            centerBall2.position.x = 22 + (10 * Math.cos(step2));
            centerBall2.position.z = 2 + (10 * Math.abs(Math.sin(step2)));
            renderer.render(scene, camera);
            renderer.shadowMap.enabled = true;
        }
        animate();