<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
</head>
<body onload="draw();">
</body>
<script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script>
<script>
var renderer;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.set(0, 0, 100);
}
var scene;
function initScene() {
scene = new THREE.Scene();
}
var light;
function initLight() {
scene.add(new THREE.AmbientLight(0x404040));
light = new THREE.DirectionalLight(0xffffff);
light.position.set(1,1,1);
scene.add(light);
}
//生成2d图形
function drawShape() {
// 实例化shape对象
var shape = new THREE.Shape();
// 设置开始点的位置
shape.moveTo(20, 10);
// 从起始点绘制直线到当前位置
shape.lineTo(20, 40);
//设置一条曲线到30 40
shape.bezierCurveTo(15, 25, -5, 25, -20, 40);
// 设置一条通过当前所有顶点的光滑曲线
shape.splineThru(
[
new THREE.Vector2(-22, 30),
new THREE.Vector2(-18, 20),
new THREE.Vector2(-20, 10)
]
);
// 设置曲线回到顶点
shape.quadraticCurveTo(0, -15, 20, 10);
// 添加第一个眼
var hole1 = new THREE.Path();
hole1.absellipse(6, 20, 2, 3, 0, Math.PI * 2, true);
shape.holes.push(hole1);
// 添加第二个眼
var hole2 = new THREE.Path();
hole2.absellipse(-10, 20, 2, 3, 0, Math.PI * 2, true);
shape.holes.push(hole2);
// 添加嘴巴,一半的圆
var hole3 = new THREE.Path();
hole3.absarc(0, 5, 2, 0, Math.PI, true);
shape.holes.push(hole3);
// 返回shape
return shape;
}
//生成模型
function createMesh(geom) {
//设置当前的模型矩阵沿y轴负方向偏移20
geom.applyMatrix(new THREE.Matrix4().makeTranslation(0, -20, 0));
// 创建法向量纹理
var meshMaterial = new THREE.MeshNormalMaterial({
flatShading: THREE.FlatShading,
transparent: true,
opacity: 0.7
});
// 创建一个线框纹理
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true;
// 创建模型
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial,wireFrameMat]);
return mesh;
}
//初始化性能插件
var stats;
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
var controls;
function initControls() {
controls = new THREE.OrbitControls( camera, renderer.domElement );
// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
controls.autoRotate = false;
//设置相机距离原点的最远距离
controls.minDistance = 20;
//设置相机距离原点的最远距离
controls.maxDistance = 160;
//是否开启右键拖拽
controls.enablePan = true;
}
//生成gui设置配置项
var gui,shape;
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
amount:2,
bevelThickness:2,
bevelSize:0.5,
bevelEnabled:true,
bevelSegments:3,
curveSegments:12,
steps:1,
asGeom:function () {
// 删除旧的模型
scene.remove(shape);
// 创建一个新的
var options = {
amount: gui.amount,
bevelThickness: gui.bevelThickness,
bevelSize: gui.bevelSize,
bevelSegments: gui.bevelSegments,
bevelEnabled: gui.bevelEnabled,
curveSegments: gui.curveSegments,
steps: gui.steps
};
shape = createMesh(new THREE.ExtrudeGeometry(drawShape(), options));
// 将模型添加到场景当中
scene.add(shape);
}
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.add(gui, 'amount', 0, 20).onChange(gui.asGeom);
datGui.add(gui, 'bevelThickness', 0, 10).onChange(gui.asGeom);
datGui.add(gui, 'bevelSize', 0, 10).onChange(gui.asGeom);
datGui.add(gui, 'bevelSegments', 0, 30).step(1).onChange(gui.asGeom);
datGui.add(gui, 'bevelEnabled').onChange(gui.asGeom);
datGui.add(gui, 'curveSegments', 1, 30).step(1).onChange(gui.asGeom);
datGui.add(gui, 'steps', 1, 5).step(1).onChange(gui.asGeom);
//调用生成一次图形
gui.asGeom();
}
function render() {
renderer.render( scene, camera );
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
//更新控制器
controls.update();
render();
//更新性能插件
stats.update();
requestAnimationFrame(animate);
}
function draw() {
initRender();
initScene();
initCamera();
initLight();
//initModel();
initControls();
initStats();
initGui();
animate();
window.onresize = onWindowResize;
}
</script>
</html>