19-THREE.JS 深度材质
2024-08-22 12:08:51
<!DOCTYPE html> <html> <head>
<title></title>
<script src="https://cdn.bootcss.com/three.js/r67/three.js"></script>
<script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script>
<script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<div id="WebGL-output">
</div>
<script type="text/javascript"> // 初始化
function init() { var stats = initStats(); // 创建一个场景
var scene = new THREE.Scene();
scene.overrideMaterial = new THREE.MeshDepthMaterial(); // 创建一个相机
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 10, 130); // 创建一个渲染器
var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0x00000, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true; // 设置相机的坐标
camera.position.x = -50;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(scene.position); // 把渲染后的结果放到DOM元素中去
document.getElementById("WebGL-output").appendChild(renderer.domElement); var step = 0; var controls = new function () {
this.cameraNear = camera.near;
this.cameraFar = camera.far;
this.rotationSpeed = 0.02;
this.numberOfObjects = scene.children.length; this.removeCube = function () {
var allChildren = scene.children;
var lastObject = allChildren[allChildren.length - 1];
if (lastObject instanceof THREE.Mesh) {
scene.remove(lastObject);
this.numberOfObjects = scene.children.length;
}
}; this.addCube = function () { var cubeSize = Math.ceil(3 + (Math.random() * 3));
var cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
var cubeMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; // 设置正方体的坐标
cube.position.x = -60 + Math.round((Math.random() * 100));
cube.position.y = Math.round((Math.random() * 10));
cube.position.z = -100 + Math.round((Math.random() * 150)); // 把新生成的正方体添加到场景中去
scene.add(cube);
this.numberOfObjects = scene.children.length;
}; this.outputObjects = function () {
console.log(scene.children);
}
}; var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'addCube');
gui.add(controls, 'removeCube');
gui.add(controls, 'cameraNear', 0, 50).onChange(function (e) {
camera.near = e;
});
gui.add(controls, 'cameraFar', 50, 200).onChange(function (e) {
camera.far = e;
}); var i = 0;
while (i < 10) {
controls.addCube();
i++;
} render(); function render() {
stats.update(); // 设置所有子元素旋转速度
scene.traverse(function (e) {
if (e instanceof THREE.Mesh) { e.rotation.x += controls.rotationSpeed;
e.rotation.y += controls.rotationSpeed;
e.rotation.z += controls.rotationSpeed;
}
}); requestAnimationFrame(render);
renderer.render(scene, camera);
} function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>
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