ThreeJS学习|创建第一个三维场景
概述
由于自己需要学点ThreeJS相关的东西,因此就用推文的形式记录自己所学。乐忠于寻求一起学习的朋友(部分代码来源于教材,有删改!)
ThreeJS
如今浏览器的功能越来越强大,而且这些功能可以通过 JavaScript直接调用。你可以用HTML5标签轻松地添加视频和音频,而且可以在HTML5画布上创建各种交互组件。现在这个功能集合里又有了一个新成员,即支持 WebGL。通过 WebGL,你可以直接使用显卡的计算资源,创建高性能的二维和三维计算机图形,然后在 JavaScript里直接使用 WebGL编程,创建三维场景并生成动画,这个过程非常复杂,而且容易出错。Three js库可以简化这个过程。
Threejs可以帮助我们的地方如下:
-
创建简单的和复杂的三维图形 -
在三维场景中生成动画、移动物体 -
在物体上应用纹理和材质 -
从三维建模软件中加载图形 -
创建基于样条曲线的二维图形
创建场景
首先需要创建一个HTML框架,这样后面的代码只需要在此基础上添加即可。HTML页面框架如下所示。
<html>
<head>
<title>Example 01.01 - Basic skeleton</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/jquery-1.9.0.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="WebGL-output">
</div>
<script type="text/javascript">
function init() {
}
window.onload = init
</script>
</body>
</html>
从上述代码可以看出这个框架是一个非常简单的HTML页面,上面只有寥寥几个元素。在<head>元素里我们会加载本书示例中用到的外部 JavaScript库。当我们写 Three js程序代码时,会把 Three js渲染器的输出指向这个元素。在前面的代码片段里,你会看到已经有几行 JavaScript代码了这一小段代码的作用是在页面加载结束时,使用 jQuery调用一个匿名的 JavaScript函数。我们所有的 Threejs程序代码都写在这个匿名函数里。
现在需要在第一步创建的场景中添加对象,本次添加几个物体和一个相机。
<script type="text/javascript">
// once everything is loaded, we run our Three.js stuff.
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
// show axes in the screen
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// add the plane to the scene
scene.add(plane);
// create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// position the cube
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// add the cube to the scene
scene.add(cube);
// create a sphere
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// position the sphere
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// render the scene
renderer.render(scene, camera);
}
window.onload = init;
</script>
在本示例中我们定义了 scene(场景)、 camera(相机)和 renderer(渲染器)。变量 scene是一个容器,用来保存并跟踪所有我们想渲染的物体。我们想要渲染的球体和方块会在本例后面添加到这个 scene变量中。在这个例子中我们还创建了一个 camera变量。 camera变量定义了我们能够在渲染好的 scene里看到什么。接下来,我们定义了一个renderer对象。renderer对象负责计算指定相机角度下,浏览器中 scene的样子。在这个示例里我们创建了一个WebGLRenderer对象,使用计算机上的显卡来渲染场景。
添加材质的前提是添加一个光源,然后在原有基础上修改即可。
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
通过 SpotLight方法创建一个光源,并从( spotLight. position.set(-40,60,-10)位置处照射我们的场景。如果我们现在就渲染场景,那么结果跟之前的场景没什么区别。原因是不同的材质对光源的反应并不相同。我们在前一个示例中用的基础材质(调用 Mesh BasicMaterialO方法)不会对场景中的光源产生反应,而只会以指定的颜色渲染物体。所以我们不得不改变 plane、 sphere和cube的材质。
<html>
<head>
<title>Example 01.03 - Materials and light</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
// once everything is loaded, we run our Three.js stuff.
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// add the plane to the scene
scene.add(plane);
// create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// position the cube
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// add the cube to the scene
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true;
// position the sphere
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
renderer.render(scene, camera);
}
window.onload = init;
</script>
</body>
</html>
下次讲解。
各步骤效果展示
空白页面不展示
总结
其实ThreeJS就是“场景”+“相机”在“渲染器”的作用下在HTML页面上显示。不同的是每个页面的场景相机有区别而已。
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