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场景就是一个容器,可以容纳相机、光源、对象等,所以对场景的深入了解显得尤为重要。本次笔记主要学习:
一个场景想要显示任何东西,需要下表所示的三种类型的组件:
组件 | 说明 |
---|---|
摄像机 | 决定屏幕上哪些东西需要渲染 |
光源 | 决定材质如何显示以及用于产生阴影 |
对象 | 摄像机透视图里主要的渲染对象,如球、立方体等 |
通过下面一个实例,我们来学习一些和场景相关的方法:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>scene</title> <script src="Three/three.js"></script> <script src="dat.GUI/dat.gui/build/dat.gui.js"></script> <style> body{ margin: 0; overflow: hidden; } </style> </head> <body> <div id="WebGL-output"></div> <script> var scene; var camera; var renderer; var plane; function init(){ //定义场景、相机、渲染器 scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,1000); renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth,window.innerHeight); renderer.shadowMapEnabled = true; //定义一个平面承载物体 var planeGeometry = new THREE.PlaneGeometry(60,40,1,1); var planeMaterial = new THREE.MeshLambertMaterial({color:0xffffff}); plane = new THREE.Mesh(planeGeometry,planeMaterial); plane.receiveShadow = true; plane.position.set(0,0,0); plane.rotation.x = -0.5 * Math.PI; scene.add(plane); camera.position.x = -30; camera.position.y = 40; camera.position.z = 30; camera.lookAt(scene.position); var ambientLight = new THREE.AmbientLight(0x0c0c0c); scene.add(ambientLight); var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; scene.add(spotLight); var controls = new function(){ this.rotationSpeed = 0.02; this.numberOfObjects = scene.children.length; this.addCube = function(){ var cubeSize = Math.ceil(3*Math.random()); var cubeGeometry = new THREE.CubeGeometry(cubeSize,cubeSize,cubeSize); var cubeMaterial = new THREE.MeshLambertMaterial({color:Math.random()*0xffffff}); cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; cube.position.x = -30 + Math.round((Math.random() * planeGeometry.parameters.width)); cube.position.y = Math.round((Math.random() * 5)); cube.position.z = -20 + Math.round((Math.random() * planeGeometry.parameters.height)); scene.add(cube); this.numberOfObjects = scene.children.length; }; this.removeCube = function(){ var objNumber = scene.children.length; var lastObject = scene.children[objNumber - 1]; if(lastObject instanceof THREE.Mesh){ scene.remove(lastObject); this.numberOfObjects = scene.children.length; } } }; var gui = new dat.GUI(); gui.add(controls,'rotationSpeed',0,1); gui.add(controls,'addCube'); gui.add(controls,'removeCube'); gui.add(controls,'numberOfObjects').listen(); document.getElementById('WebGL-output').appendChild(renderer.domElement); renderScene(); function renderScene(){ requestAnimationFrame(renderScene); //让物体动起来 scene.traverse(function (e) { if (e instanceof THREE.Mesh && e != plane) { e.rotation.x += controls.rotationSpeed; e.rotation.y += controls.rotationSpeed; e.rotation.z += controls.rotationSpeed; } }) renderer.render(scene, camera); } } window.onload = init; </script> </body> </html>
运行起来发现除了一个平面什么也没有,但其实已经定义了很多个对象,通过点击addCube就可以添加对象。其中用到了scene.add()方法。而另一个方法removeCube()中则用到了scene.remove()方法;而通过scene.children.length则可以获取所有的子对象。
而renderScene()函数中使用的scene,.traverse();方法,将一个方法作为参数传递给traverse()方法,这个传递来的方法将会在场景中的每一个子对象上执行。
最终可以实现如下效果:
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