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方向光发出的所有光线都是平行的,可以认为是距离很远的光源,例如遥远的太阳光就是方向光,方向光不像聚焦光那样距离目标越远越暗淡,被方向光照射的整个区域收到的光照强度都一样
创建一个简单的方向光,通过new THREE.DirectionalLight(color)
语句就可以创建一个指定颜色的方向光,然后将它添加到场景中就可以了
var directionalLight = new THREE.DirectionalLight(0x0c0c0c) // 创建方向光
scene.add(directionalLight ) // 将方向光添加到场景
color属性继承自基类Light,color属性的类型是Color,所以color属性的值需要通过颜色对象THREE.Color()来创建
visible属性继承自基类Object3D,使用很简单,该属性时布尔类型,取值true或false
intensity属性是用来设置聚光灯的强度,默认值是1,如果设置成0那什么也看不到,该值越大,点光源看起来越亮
target属性用来决定光照的方向,一般会指向一个对象
position属性表示光源的发光位置,该属性继承自基类Object3D,positon属性的类是Vector3
castShadow属性是用来控制光源是否产生阴影,取值为true或false
表示到距离光源的哪一个位置可以生成阴影
表示距离光源的哪一个位置开始生成阴影
阴影映射宽度和阴影映射高度。决定了有多少像素用来生成阴影。当阴影具有锯齿状边缘或看起来不光滑时,可以增加这个值。在场景渲染之后无法更改,默认值都为512
如上图,该示例支持以下功能
<template> <div> <div id="container"></div> <div class="controls-box"> <section> <el-row> <el-checkbox v-model="lightProperties.visible">是否展示方向光</el-checkbox> </el-row> <el-row> <el-col :span="8" class="label-col"><label> 方向光颜色</label></el-col> <el-col :span="16"> <div @click="inputClick"> <el-input :value="lightProperties.color"></el-input> </div> <div v-show="isShowColors" class="color-select-layer"> <sketch-picker v-model="lightProperties.color" @input="colorChange"></sketch-picker> </div> </el-col> </el-row> <el-row> <div v-for="(item,key) in lightProperties" :key="key"> <div v-if="item&&item.name!=undefined"> <el-col :span="8"> <span class="vertice-span">{{item.name}}</span> </el-col> <el-col :span="13"> <el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip"></el-slider> </el-col> <el-col :span="3"> <span class="vertice-span">{{item.value}}</span> </el-col> </div> </div> </el-row> <el-row> <el-col :span="8" class="label-col"><label>target</label></el-col> <el-col :span="16"> <el-select v-model="lightProperties.target" placeholder="请选择"> <el-option v-for="item in options" :key="item.value" :label="item.label" :value="item.value"> </el-option> </el-select> </el-col> </el-row> <el-row> <el-checkbox v-model="lightProperties.castShadow">是否产生阴影</el-checkbox> </el-row> </section> </div> </div> </template> <script> import * as THREE from 'three' import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { Sketch } from 'vue-color' export default { components: { 'sketch-picker': Sketch }, data () { return { options: [ { value: 'cube', label: 'cube' }, { value: 'sphere', label: 'sphere' }, { value: 'plane', label: 'plane' } ], lightProperties: { positionX: { name: 'positionX', value: 15, min: -40, max: 40, step: 1 }, positionY: { name: 'positionY', value: 40, min: -60, max: 100, step: 1 }, positionZ: { name: 'positionZ', value: 35, min: -40, max: 40, step: 1 }, intensity: { name: 'intensity', value: 3.1, min: 0, max: 5, step: 0.1 }, color: '#fafafa', visible: true, target: 'sphere', castShadow: true }, isShowColors: false, lightHelper: null, shadowCameraHelper: null, cube: null, sphere: null, plane: null, ambientLight: null, directionalLight: null, camera: null, scene: null, renderer: null, controls: null } }, mounted () { this.init() }, methods: { formatTooltip (val) { return val }, inputClick () { this.isShowColors = !this.isShowColors }, colorChange (val) { this.lightProperties.color = val.hex }, // 初始化 init () { this.createScene() // 创建场景 this.createMesh() // 创建网格模型 this.createCubeAndSphere() // 创建方块和球 this.createLight() // 创建光源 this.createCamera() // 创建相机 this.createRender() // 创建渲染器 this.createControls() // 创建控件对象 this.render() // 渲染 }, // 创建场景 createScene () { this.scene = new THREE.Scene() }, // 创建网格模型 createMesh () { const planeGeometry = new THREE.PlaneGeometry(200, 100) // 创建一个平面对象PlaneGeometry const planeMaterial = new THREE.MeshLambertMaterial({ color: 0x409fee }) // 材质对象Material this.plane = new THREE.Mesh(planeGeometry, planeMaterial) this.plane.receiveShadow = true // 设置平面位置 this.plane.rotation.x = -0.5 * Math.PI this.plane.position.set(15, 0, 0) // 平面对象添加到场景中 this.scene.add(this.plane) }, // 创建方块和球 createCubeAndSphere () { const geom = new THREE.BoxGeometry(4, 4, 4) // 创建几何对象geom const material = new THREE.MeshLambertMaterial({ color: 0xff0000 }) // 创建材质对象material this.cube = new THREE.Mesh(geom, material) // 创建网格对象cube this.cube.castShadow = true this.cube.position.set(25, 6, 10) this.scene.add(this.cube) // 将网格对象添加到场景 const sphereGeometry = new THREE.SphereGeometry(4, 26, 20) // 创建几何对象sphereGeometry const sphereMaterial = new THREE.MeshLambertMaterial({ color: 0x7777ff }) // 创建材质对象sphereMaterial this.sphere = new THREE.Mesh(sphereGeometry, sphereMaterial) // 创建网格对象sphere this.sphere.castShadow = true this.sphere.position.set(25, 5, -5) this.scene.add(this.sphere) // 将网格对象添加到场景 }, // 创建光源 createLight () { // 环境光 this.ambientLight = new THREE.AmbientLight(0xffffff, 0.1) // 创建环境光 this.scene.add(this.ambientLight) // 将环境光添加到场景 this.directionalLight = new THREE.DirectionalLight(0xffffff) // 创建方向光 this.directionalLight.position.set(15, 40, 35) // 设置方向光源位置 this.directionalLight.castShadow = true this.directionalLight.shadow.mapSize.width = 1024 this.directionalLight.shadow.mapSize.height = 1024 // 方向光投影近点、远点更新 this.directionalLight.shadow.camera.near = 2 this.directionalLight.shadow.camera.far = 100 // 方向光投影边界更新 this.directionalLight.shadow.camera.top = 8 this.directionalLight.shadow.camera.bottom = -8 this.directionalLight.shadow.camera.left = -8 this.directionalLight.shadow.camera.right = 8 this.scene.add(this.directionalLight) // 创建辅助工具 this.lightHelper = new THREE.DirectionalLightHelper(this.directionalLight) this.scene.add(this.lightHelper) this.shadowCameraHelper = new THREE.CameraHelper( this.directionalLight.shadow.camera ) this.scene.add(this.shadowCameraHelper) this.scene.add(new THREE.AxesHelper(20)) }, // 创建相机 createCamera () { const element = document.getElementById('container') const width = element.clientWidth // 窗口宽度 const height = element.clientHeight // 窗口高度 const k = width / height // 窗口宽高比 // PerspectiveCamera( fov, aspect, near, far ) this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000) this.camera.position.set(165, 38, -10) // 设置相机位置 this.camera.lookAt(new THREE.Vector3(10, 0, 0)) // 设置相机方向 this.scene.add(this.camera) }, // 创建渲染器 createRender () { const element = document.getElementById('container') this.renderer = new THREE.WebGLRenderer() this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸 this.renderer.shadowMap.enabled = true // 显示阴影 this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色 element.appendChild(this.renderer.domElement) }, // 更新属性 updateFun () { // 方向光颜色更新 this.directionalLight.color = new THREE.Color(this.lightProperties.color) // 方向光强度更新 this.directionalLight.intensity = this.lightProperties.intensity.value // 方向光位置更新 this.directionalLight.position.set( this.lightProperties.positionX.value, this.lightProperties.positionY.value, this.lightProperties.positionZ.value ) // 更新target if (this.lightProperties.target === 'sphere') { this.directionalLight.target = this.sphere } else if (this.lightProperties.target === 'plane') { this.directionalLight.target = this.plane } else { this.directionalLight.target = this.cube } // 方向光是否可见更新 this.directionalLight.visible = this.lightProperties.visible // 是否产生阴影 this.directionalLight.castShadow = this.lightProperties.castShadow // 更新辅助工具 this.lightHelper.update() this.shadowCameraHelper.update() }, render () { this.updateFun() this.renderer.render(this.scene, this.camera) requestAnimationFrame(this.render) }, // 创建控件对象 createControls () { this.controls = new OrbitControls(this.camera, this.renderer.domElement) this.controls.target.copy(this.plane.position) } } } </script> <style> #container { position: absolute; width: 100%; height: 100%; } .controls-box { position: absolute; right: 5px; top: 5px; width: 300px; padding: 10px; background-color: #fff; border: 1px solid #c3c3c3; } .label-col { padding: 8px 5px; } .color-select-layer { position: relative; left: -20px; padding: 15px 0; } .vertice-span { line-height: 38px; padding: 0 2px 0 10px; } </style>
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