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DeviceOrientationControls.html
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DeviceOrientationControls.html
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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>DeviceOrientationControls控制器案例</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
</head>
<body onload="draw();">
</body>
<script src="../js/three.js"></script>
<script src="../js/controls/DeviceOrientationControls.js"></script>
<script src="../js/stats.min.js"></script>
<script src="../js/dat.gui.min.js"></script>
<script>
var renderer, camera, scene, gui, stats, ambientLight, directionalLight, control;
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);
}
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 50, 0);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
function initScene() {
scene = new THREE.Scene();
}
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
enabled:true
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.add(gui, "enabled").name("开启控制器").onChange(function (e) {
control.enabled = e;
})
}
function initLight() {
ambientLight = new THREE.AmbientLight("#111111");
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight("#ffffff");
directionalLight.position.set(40, 60, 10);
directionalLight.shadow.camera.near = 1; //产生阴影的最近距离
directionalLight.shadow.camera.far = 400; //产生阴影的最远距离
directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
directionalLight.shadow.camera.right = 50; //最右边
directionalLight.shadow.camera.top = 50; //最上边
directionalLight.shadow.camera.bottom = -50; //最下面
//这两个值决定生成阴影密度 默认512
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.mapSize.width = 1024;
//告诉平行光需要开启阴影投射
directionalLight.castShadow = true;
scene.add(directionalLight);
}
function initModel() {
//创建一个最普通的精灵
var spriteMaterialNormal = new THREE.SpriteMaterial({color: 0x00ffff});
var spriteNormal = new THREE.Sprite(spriteMaterialNormal);
spriteNormal.position.set(-30, 10, 0); //设置位置
spriteNormal.scale.set(5, 5, 1); //设置scale进行大小设置
scene.add(spriteNormal);
//球体
var sphereGeometry = new THREE.SphereGeometry(5, 24, 16);
var sphereMaterial = new THREE.MeshStandardMaterial({color: 0xff00ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //开启阴影
directionalLight.target = sphere; //平行光的焦点到球
scene.add(sphere);
//添加一个精灵 使用了将canvas生成img的src导入的方式
var spriteMap = new THREE.TextureLoader().load(drawCanvas({text:"球", width:64, height:64}).toDataURL());
var spriteMaterial = new THREE.SpriteMaterial({map: spriteMap, color: 0xffffff});
var sprite = new THREE.Sprite(spriteMaterial);
sprite.position.set(0, 10, 0); //设置位置
sprite.scale.set(5, 5, 1); //设置scale进行大小设置
scene.add(sprite);
//立方体
var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);
var cubeMaterial = new THREE.MeshPhongMaterial({color: 0x00ffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 30;
cube.position.z = -5;
cube.castShadow = true; //开启阴影
scene.add(cube);
//添加一个精灵
var canvas = drawCanvas({text:"立方体", width:256, height:64});
var spriteMapCube = new THREE.Texture(canvas);
spriteMapCube.wrapS = THREE.RepeatWrapping;
spriteMapCube.wrapT = THREE.RepeatWrapping;
spriteMapCube.needsUpdate = true;
var spriteCube = new THREE.Sprite(new THREE.SpriteMaterial({map: spriteMapCube, color: 0xffffff}));
spriteCube.position.set(30, 10, -5); //设置位置
spriteCube.scale.set(20, 5, 1); //设置scale进行大小设置
spriteCube.center.set(0.5, 0); //设置位置点处于精灵的最下方中间位置
scene.add(spriteCube);
//底部平面
var planeGeometry = new THREE.PlaneGeometry(100, 100);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa, side: THREE.DoubleSide});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.y = -5.1;
plane.receiveShadow = true; //可以接收阴影
scene.add(plane);
//创建一个星空的效果
var starsGeometry = new THREE.Geometry();
//生成一万个点的位置
for (var i = 0; i < 10000; i++) {
var star = new THREE.Vector3();
//THREE.Math.randFloatSpread 在区间内随机浮动* - 范围 / 2 *到* 范围 / 2 *内随机取值。
star.x = THREE.Math.randFloatSpread(2000);
star.y = THREE.Math.randFloatSpread(2000);
star.z = THREE.Math.randFloatSpread(2000);
starsGeometry.vertices.push(star);
}
var starsMaterial = new THREE.PointsMaterial({color: 0x888888});
var starField = new THREE.Points(starsGeometry, starsMaterial);
scene.add(starField);
}
//创建canvas对象
function drawCanvas(options) {
let canvas = document.createElement("canvas");
canvas.width = options.width;
canvas.height = options.height;
let ctx = canvas.getContext("2d");
ctx.fillStyle = "rgba(0, 0, 0, 0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.font = "60px Verdana";
ctx.fillStyle = "#fff";
ctx.fillText(options.text, 0, 56, options.width);
return canvas;
}
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
function initControl() {
control = new THREE.DeviceOrientationControls(camera);
// 是否开启当前的控制器 默认值为true
control.enabled = true;
}
function render() {
control.update();
renderer.render(scene, camera);
}
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();
requestAnimationFrame(animate);
}
function draw() {
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
initControl();
animate();
window.onresize = onWindowResize;
}
</script>
</html>