cube.position.x = 5; cube.position.y = 6; cube.position.z = 7;
cube.position.set(5,6,7); //效果同第一种
cube.position = new THREE.Vector3(5,6,7); //效果同上
<!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="build/three.js"></script>
<script src="examples/js/controls/OrbitControls.js"></script>
<script src="examples/js/libs/stats.min.js"></script>
<script src="examples/js/libs/dat.gui.min.js"></script>
<script>
var renderer;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
//告诉渲染器需要阴影效果
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
document.body.appendChild(renderer.domElement);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.set(0, 40, 100);
camera.lookAt(new THREE.Vector3(0,0,0));
}
var scene;
function initScene() {
scene = new THREE.Scene();
}
//初始化dat.GUI简化试验流程
var settings;
function initGui() {
//声明一个保存需求修改的相关数据的对象
settings = {
positionX:0,
positionY:5,
positionZ:0,
rotationX:0,
rotationY:0,
rotationZ:0,
scaleX:1,
scaleY:1,
scaleZ:1,
translateX:0,
translateY:0,
translateZ:0,
translate:function () {
//cube.translate(settings.translateX,settings.translateY,settings.translateZ);
cube.translateX(settings.translateX);
cube.translateY(settings.translateY);
cube.translateZ(settings.translateZ);
settings.positionX = cube.position.x;
settings.positionY = cube.position.y;
settings.positionZ = cube.position.z;
},
visible:true
};
//初始化gui
var gui = new dat.GUI();
var position = gui.addFolder("position");
position.add(settings,"positionX",-30,30).listen();
position.add(settings,"positionY",-30,30).listen();
position.add(settings,"positionZ",-30,30).listen();
var scale = gui.addFolder("scale");
scale.add(settings,"scaleX",0.01,5);
scale.add(settings,"scaleY",0.01,5);
scale.add(settings,"scaleZ",0.01,5);
var rotation = gui.addFolder("rotation");
rotation.add(settings,"rotationX",-2*Math.PI,2*Math.PI);
rotation.add(settings,"rotationY",-2*Math.PI,2*Math.PI);
rotation.add(settings,"rotationZ",-2*Math.PI,2*Math.PI);
var translate = gui.addFolder("translate");
translate.add(settings,"translateX",-5,5);
translate.add(settings,"translateY",-5,5);
translate.add(settings,"translateZ",-5,5);
translate.add(settings,"translate");
gui.add(settings,"visible");
}
var light;
function initLight() {
scene.add(new THREE.AmbientLight(0x444444));
light = new THREE.PointLight(0xffffff);
light.position.set(15,30,10);
//告诉平行光需要开启阴影投射
light.castShadow = true;
scene.add(light);
}
var cube;
function initModel() {
//辅助工具
var helper = new THREE.AxisHelper(10);
scene.add(helper);
//立方体
var cubeGeometry = new THREE.CubeGeometry(10,10,10);
var cubeMaterial = new THREE.MeshLambertMaterial({color:0x00ffff});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
//告诉立方体需要投射阴影
cube.castShadow = true;
scene.add(cube);
//底部平面
var planeGeometry = new THREE.PlaneGeometry(100,100);
var planeMaterial = new THREE.MeshStandardMaterial({color:0xaaaaaa});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = - 0.5 * Math.PI;
plane.position.y = -0;
//告诉底部平面需要接收阴影
plane.receiveShadow = true;
scene.add(plane);
}
//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 = 100;
//设置相机距离原点的最远距离
controls.maxDistance = 200;
//是否开启右键拖拽
controls.enablePan = true;
}
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();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
//更新控制器
render();
//更新性能插件
stats.update();
//更新相关位置
cube.position.set(settings.positionX,settings.positionY,settings.positionZ);
cube.scale.set(settings.scaleX,settings.scaleY,settings.scaleZ);
cube.rotation.set(settings.rotationX,settings.rotationY,settings.rotationZ);
cube.visible = settings.visible;
controls.update();
requestAnimationFrame(animate);
}
function draw() {
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initControls();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>
</html>
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