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<script src="https://unpkg.com/three"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
* {
margin: 0;
padding: 0;
}
html, body {
height: 100%;
overflow: hidden;
}
function init () {
// 获取浏览器窗口的宽高,后续会用
var width = window.innerWidth
var height = window.innerHeight
// 创建一个场景
var scene = new THREE.Scene()
// 创建一个具有透视效果的摄像机
var camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 800)
// 设置摄像机位置,并将其朝向场景中心
camera.position.x = 10
camera.position.y = 10
camera.position.z = 30
camera.lookAt(scene.position)
// 创建一个 WebGL 渲染器,Three.js 还提供 <canvas>, <svg>, CSS3D 渲染器。
var renderer = new THREE.WebGLRenderer()
// 设置渲染器的清除颜色(即绘制下一帧前填充的颜色)和输出的 canvas 的尺寸
renderer.setClearColor(0xffffff)
renderer.setSize(width, height)
// 开启渲染器的阴影功能,并设置阴影的类型
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
// 添加聚光灯,该灯光类型可产生阴影
var spotLight = new THREE.SpotLight(0xffffff)
spotLight.position.set(30, 60, 40)
// 开启该灯光的阴影效果
spotLight.castShadow = true
// 设置该灯光的阴影的质量
spotLight.shadow.mapSize.width = 1024
spotLight.shadow.mapSize.height = 1024
scene.add(spotLight)
// 初始化摄像机插件(用于拖拽旋转摄像机,产生交互效果)
var orbitControls = new THREE.OrbitControls(camera)
orbitControls.autoRotate = true
var planeGeometry = new THREE.PlaneGeometry(60, 60, 1, 1)
// 处理此处材质不能是 THREE.MeshBasicMaterial,因为它不受光的影响,具体查看:https://github.com/mrdoob/three.js/issues/8116。另外,Three.ShadowMaterial 这种材质可以显示阴影,而无阴影部分是完全透明。具体查看:https://threejs.org/docs/index.html#api/materials/ShadowMaterial
var planeMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff
})
var plane = new THREE.Mesh(planeGeometry, planeMaterial)
// 该平面可接收来自其他物体的阴影
plane.receiveShadow = true
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI
plane.position.set(0, -4, -10)
scene.add(plane)
// 创建一个长宽高均为 4 个单位长度的立方体(几何体)
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4)
// 创建材质
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
})
// 创建一个立方体网格(mesh):将材质包裹在几何体上
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
// 设置网格位置
cube.position.x = 0
cube.position.y = -2
cube.position.z = 0
// 该立方体可产生阴影
cube.castShadow = true
// 将立方体网格加入到场景中
scene.add(cube)
// 将渲染器的输出(此处是 canvas 元素)插入到 body
document.body.appendChild(renderer.domElement)
// 渲染,即摄像机拍下此刻的场景
function render () {
renderer.render(scene, camera)
requestAnimationFrame(render)
}
render()
}
init()
Also see: Tab Triggers