北京網(wǎng)站制作與網(wǎng)站設計市場推廣工作內容
一、Matcap(MeshMatcapMaterial)材質原理與應用
Matcap是一張含有光照信息的貼圖,通常是直接截取材質球截圖來使用。因此Matcap可以很好的模擬靜止光源下的光照效果。
最直接的方式就是直接使用在View空間下的模型法向量的xy分量去采樣Matcap。
另外還有一種常見的方式是通過View空間下的模型法向量叉乘視角向量,然后用得到的新的向量的xy分量去采樣。
在開始之前,首先需要明確Matcap的使用,最重要的是如何去采樣,并且采樣的范圍是在單位球內,例如下圖,采樣不能采到藍色背景部分。
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入頂點法向量輔助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");// 實例化加載器gltf
const gltfLoader = new GLTFLoader();
// 加載模型
gltfLoader.load(// 模型路徑"./model/Duck.glb",// 加載完成回調(gltf) => {console.log(gltf);scene.add(gltf.scene);let duckMesh = gltf.scene.getObjectByName("LOD3spShape");let matcapTexture = new THREE.TextureLoader().load("./texture/matcaps/54584E_B1BAC5_818B91_A7ACA3-512px.png");let preMaterial = duckMesh.material;duckMesh.material = new THREE.MeshMatcapMaterial({matcap: matcapTexture,map: preMaterial.map,});}
);
二、Lambert(MeshLambertMaterial)材質與各種貼圖應用
不包含任何鏡面屬性,所以不反映周圍環(huán)境。它經(jīng)常被用來代表天然材質,例如:巖石、木材、磚等。Lambert材質可以在光線追蹤渲染中透明和折射。
貼圖+高光貼圖
貼圖+高光貼圖+環(huán)境貼圖
貼圖+高光貼圖+環(huán)境貼圖 +環(huán)境光遮蔽貼圖
貼圖+高光貼圖+環(huán)境貼圖 +環(huán)境光遮蔽貼圖+凹凸貼圖
貼圖+高光貼圖+環(huán)境貼圖 +環(huán)境光遮蔽貼圖+凹凸貼圖+法線貼圖
貼圖+高光貼圖+環(huán)境貼圖 +環(huán)境光遮蔽貼圖+凹凸貼圖+法線貼圖+置換貼圖
三、phong網(wǎng)格(MeshPhongMaterial)材質鏡面高光材質應用
一種用于具有鏡面高光的光澤表面的材質(例如涂漆木材)。
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入頂點法向量輔助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖envMap.mapping = THREE.EquirectangularReflectionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;planeMaterial.envMap = envMap;
});// 環(huán)境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.3);
scene.add(ambientLight);// 點光源
let pointLight = new THREE.PointLight(0xffffff, 1);
pointLight.position.set(0, 3, 0);
scene.add(pointLight);// 添加紋理
let textureLoader = new THREE.TextureLoader();
let colorTexture = textureLoader.load("./texture/watercover/CityNewYork002_COL_VAR1_1K.png"
);
colorTexture.colorSpace = THREE.SRGBColorSpace;
// 高光貼圖
let specularTexture = textureLoader.load("./texture/watercover/CityNewYork002_GLOSS_1K.jpg"
);
// 法線貼圖
let normalTexture = textureLoader.load("./texture/watercover/CityNewYork002_NRM_1K.jpg"
);
// 凹凸貼圖
let dispTexture = textureLoader.load("./texture/watercover/CityNewYork002_DISP_1K.jpg"
);
// 環(huán)境光遮蔽貼圖
let aoTexture = textureLoader.load("./texture/watercover/CityNewYork002_AO_1K.jpg"
);// 創(chuàng)建平面
let planeGeometry = new THREE.PlaneGeometry(1, 1, 200, 200);
// let planeMaterial = new THREE.MeshPhongMaterial({
// map: colorTexture,
// specularMap: specularTexture,
// transparent: true,
// // normalMap: normalTexture,x
// bumpMap: dispTexture,
// displacementMap: dispTexture,
// displacementScale: 0.02,
// aoMap: aoTexture,
// });
let planeMaterial = new THREE.MeshLambertMaterial({map: colorTexture,specularMap: specularTexture,transparent: true,normalMap: normalTexture,bumpMap: dispTexture,displacementMap: dispTexture,displacementScale: 0.02,aoMap: aoTexture,
});
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -Math.PI / 2;
scene.add(plane);
四、phong材質實現(xiàn)玻璃水晶效果
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入頂點法向量輔助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 加載模型gltfLoader.load(// 模型路徑"./model/Duck.glb",// 加載完成回調(gltf) => {console.log(gltf);scene.add(gltf.scene);// 添加環(huán)境光const ambientLight = new THREE.AmbientLight(0xffffff, 1);scene.add(ambientLight);let duckMesh = gltf.scene.getObjectByName("LOD3spShape");let preMaterial = duckMesh.material;duckMesh.material = new THREE.MeshPhongMaterial({// color: 0xffffff,map: preMaterial.map,refractionRatio: 0.7,reflectivity: 0.99,envMap: envMap,});});
});
五、StandardMaterial(MeshStandardMaterial)精講凹凸_置換_環(huán)境遮蔽—法向—粗糙度等貼圖
MeshStandardMaterial
和MeshPhysicalMaterial
類是PBR物理材質,可以更好的模擬光照計算,相比光網(wǎng)格材質MeshPhongMaterial
渲染效果更逼真。
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入頂點法向量輔助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型gltfLoader.load(// 模型路徑"./model/sword/sword.gltf",// 加載完成回調(gltf) => {console.log(gltf);scene.add(gltf.scene);let mesh = gltf.scene.getObjectByName("Pommeau_Plane001");console.log(mesh.material);// mesh.material.aoMap = undefined;let aoMap = mesh.material.aoMap;gui.add(params, "aoMap").onChange((value) => {mesh.material.aoMap = value ? aoMap : null;mesh.material.needsUpdate = true;});});
});
六、了解MeshPhysicalMaterial物理網(wǎng)絡材質應用與物理效果
物理材質(MeshPhysicalMaterial)」是對標準材質的一種擴展,可以理解為「標準材質 Pro」,這意味著它同樣基于 PBR 技術,有更好的顯示效果以及需要消耗比標準材質還要多的計算資源。
除此之外,它還提供了包含透明度的眾多屬性,用于給物體添加更多細節(jié),例如:
clearcoat 屬性
:一些材料(如汽車漆、碳纖維和濕潤表面)需要在另一層不規(guī)則或粗糙的表面上覆蓋一個透明反射層。clearcoat 近似這種效果,無需單獨使用透明表面;
transmission 屬性
:使用 .opacity 的一個限制是高度透明材料反射較少。而通過 transmission 屬性則能為玻璃等薄而透明的表面提供更真實的效果;
reflectivity 屬性
:可以使非金屬材料更靈活地反射光線;
sheen 屬性
: 可用于表示布和織物材料;
七、透明物體的通透性_厚度_衰減顏色_衰減距離效果
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入頂點法向量輔助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型// gltfLoader.load(// // 模型路徑// "./model/sword/sword.gltf",// // 加載完成回調// (gltf) => {// console.log(gltf);// }// );
});let thicknessMap = new THREE.TextureLoader().load("./texture/diamond/diamond_emissive.png"
);
// 創(chuàng)建立方體
const geometry = new THREE.BoxGeometry(1, 1, 1);
// 創(chuàng)建材質
const material = new THREE.MeshPhysicalMaterial({transparent: true,transmission: 0.95,roughness: 0.05,thickness: 2,attenuationColor: new THREE.Color(0.9, 0.9, 0),attenuationDistance: 1,thicknessMap: thicknessMap,
});
// 創(chuàng)建立方體網(wǎng)格模型
const cube = new THREE.Mesh(geometry, material);
// 添加立方體到場景
scene.add(cube);gui.add(cube.material, "attenuationDistance", 0, 10).name("衰減距離");
gui.add(cube.material, "thickness", 0, 2).name("厚度");
八、透明物體的折射率和反射率
// ior
gui.add(cube.material, "ior", 0, 2).name("折射率");
// reflectivity
gui.add(cube.material, "reflectivity", 0, 1).name("反射率");
九、清漆效果與清漆粗糙度_清漆法向_清漆相關貼圖
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入頂點法向量輔助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型// gltfLoader.load(// // 模型路徑// "./model/sword/sword.gltf",// // 加載完成回調// (gltf) => {// console.log(gltf);// }// );
});let thicknessMap = new THREE.TextureLoader().load("./texture/diamond/diamond_emissive.png"
);let normalMap = new THREE.TextureLoader().load("./texture/diamond/diamond_normal.png"
);let carbonNormal = new THREE.TextureLoader().load("./texture/carbon/Carbon_Normal.png"
);let scratchNormal = new THREE.TextureLoader().load("./texture/carbon/Scratched_gold_01_1K_Normal.png"
);
// 創(chuàng)建立方體
const geometry = new THREE.BoxGeometry(1, 1, 1);// 創(chuàng)建材質
const material = new THREE.MeshPhysicalMaterial({transparent: true,color: 0xffff00,roughness: 0.5,clearcoat: 1,clearcoatRoughness: 0,// clearcoatMap: thicknessMap,// clearcoatRoughnessMap: thicknessMap,clearcoatNormalMap: scratchNormal,normalMap: carbonNormal,clearcoatNormalScale: new THREE.Vector2(0.1, 0.1),
});// 創(chuàng)建立方體網(wǎng)格模型
const cube = new THREE.Mesh(geometry, material);
// 添加立方體到場景
scene.add(cube);gui.add(cube.material, "attenuationDistance", 0, 10).name("衰減距離");
gui.add(cube.material, "thickness", 0, 2).name("厚度");
// ior
gui.add(cube.material, "ior", 0, 2).name("折射率");
// reflectivity
gui.add(cube.material, "reflectivity", 0, 1).name("反射率");
十、布料和織物材料光澤效果
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型// gltfLoader.load(// // 模型路徑// "./model/sword/sword.gltf",// // 加載完成回調// (gltf) => {// console.log(gltf);// }// );
});let thicknessMap = new THREE.TextureLoader().load("./texture/diamond/diamond_emissive.png"
);let normalMap = new THREE.TextureLoader().load("./texture/diamond/diamond_normal.png"
);let carbonNormal = new THREE.TextureLoader().load("./texture/carbon/Carbon_Normal.png"
);let scratchNormal = new THREE.TextureLoader().load("./texture/carbon/Scratched_gold_01_1K_Normal.png"
);let sofaNormal = new THREE.TextureLoader().load("./texture/sofa/normal.png");let brickRoughness = new THREE.TextureLoader().load("./texture/brick/brick_roughness.jpg"
);let brickColor = new THREE.TextureLoader().load("./texture/brick/brick_diffuse.jpg"
);// 創(chuàng)建球幾何體
const sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
// 創(chuàng)建球材質
const sphereMaterial = new THREE.MeshPhysicalMaterial({color: 0x222288,sheen: 1,sheenColor: 0xffffff,roughness: 1,sheenRoughness: 1,sheenColorMap: brickRoughness,
});
// 創(chuàng)建球體
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
scene.add(sphere);console.log(sphereMaterial);
十一、肥皂泡、油滴、蝴蝶翅膀等薄膜的虹彩效應
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖scene.background = envMap;// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型// gltfLoader.load(// // 模型路徑// "./model/sword/sword.gltf",// // 加載完成回調// (gltf) => {// console.log(gltf);// }// );
});let thicknessMap = new THREE.TextureLoader().load("./texture/diamond/diamond_emissive.png"
);let normalMap = new THREE.TextureLoader().load("./texture/diamond/diamond_normal.png"
);let carbonNormal = new THREE.TextureLoader().load("./texture/carbon/Carbon_Normal.png"
);let scratchNormal = new THREE.TextureLoader().load("./texture/carbon/Scratched_gold_01_1K_Normal.png"
);let sofaNormal = new THREE.TextureLoader().load("./texture/sofa/normal.png");let brickRoughness = new THREE.TextureLoader().load("./texture/brick/brick_roughness.jpg"
);let brickColor = new THREE.TextureLoader().load("./texture/brick/brick_diffuse.jpg"
);// 創(chuàng)建球幾何體
const sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
// 創(chuàng)建球材質
const sphereMaterial = new THREE.MeshPhysicalMaterial({color: 0xffffff,roughness: 0.05,transmission: 1,thickness: 0.1,iridescence: 1,reflectivity: 1,iridescenceIOR: 1.3,iridescenceThicknessRange: [100, 400],iridescenceThicknessMap: brickRoughness,
});
// 創(chuàng)建球體
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
scene.add(sphere);console.log(sphereMaterial);// gui 控制iridescence
gui.add(sphereMaterial, "iridescence", 0, 1).name("彩虹色");
// gui 控制reflectivity
gui.add(sphereMaterial, "reflectivity", 0, 1).name("反射率");
// gui 控制iridescenceIOR
gui.add(sphereMaterial, "iridescenceIOR", 0, 3).name("彩虹色折射率");
// gui 控制iridescenceThicknessRangelet iridescenceThickness = {min: 100,max: 400,
};
gui.add(iridescenceThickness, "min", 0, 1000).name("彩虹色最小厚度").onChange(() => {sphereMaterial.iridescenceThicknessRange[0] = iridescenceThickness.min;});
gui.add(iridescenceThickness, "max", 0, 1000).name("彩虹色最大厚度").onChange(() => {sphereMaterial.iridescenceThicknessRange[1] = iridescenceThickness.max;});
十二、清除物體_幾何體_材質_紋理保證性能和內存不泄漏
不用的物體記得清除,保證性能
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 導入動畫庫
import gsap from "gsap";
// 導入dat.gui
import * as dat from "dat.gui";
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader";
import { MeshBasicMaterial } from "three";
// 目標:點光源// const gui = new dat.GUI();
// 1、創(chuàng)建場景
const scene = new THREE.Scene();// 2、創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,1000
);// 設置相機位置
camera.position.set(0, 0, 10);
scene.add(camera);// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 設置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 開啟場景中的陰影貼圖
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;// console.log(renderer);
// 將webgl渲染的canvas內容添加到body
document.body.appendChild(renderer.domElement);// // 使用渲染器,通過相機將場景渲染進來
// renderer.render(scene, camera);// 創(chuàng)建軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置控制器阻尼,讓控制器更有真實效果,必須在動畫循環(huán)里調用.update()。
controls.enableDamping = true;// 添加坐標軸輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 設置時鐘
const clock = new THREE.Clock();// 創(chuàng)建繪制紋理貼圖的畫布
function createImage() {const canvas = document.createElement("canvas");canvas.width = 256;canvas.height = 256;const ctx = canvas.getContext("2d");ctx.fillStyle = `rgb(${Math.random() * 255}, ${Math.random() * 255}, ${Math.random() * 255})`;ctx.fillRect(0, 0, 256, 256);return canvas;
}function render() {//創(chuàng)建球const sphereGeometry = new THREE.SphereGeometry(2,Math.random() * 64,Math.random() * 32);// 創(chuàng)建canvas紋理貼圖const texture = new THREE.CanvasTexture(createImage());const sphereMaterial = new THREE.MeshBasicMaterial({map: texture,// color: Math.random() * 0xffffff,});const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);scene.add(sphere);controls.update();renderer.render(scene, camera);// 渲染下一幀的時候就會調用render函數(shù)requestAnimationFrame(render);// 清除場景中的物體scene.remove(sphere);// // 清除幾何體sphereGeometry.dispose();// // 清除材質sphereMaterial.dispose();// // 清除紋理貼圖texture.dispose();
}render();// 監(jiān)聽畫面變化,更新渲染畫面
window.addEventListener("resize", () => {// console.log("畫面變化了");// 更新攝像頭camera.aspect = window.innerWidth / window.innerHeight;// 更新攝像機的投影矩陣camera.updateProjectionMatrix();// 更新渲染器renderer.setSize(window.innerWidth, window.innerHeight);// 設置渲染器的像素比renderer.setPixelRatio(window.devicePixelRatio);
});
十三、物理材質設置超逼真寶石戒指
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
// scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
// let rgbeLoader = new RGBELoader();
// rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
// // 設置球形貼圖
// // envMap.mapping = THREE.EquirectangularReflectionMapping;
// envMap.mapping = THREE.EquirectangularRefractionMapping;
// // 設置環(huán)境貼圖
// // scene.background = envMap;
// scene.background = new THREE.Color(0xe2d0e0);
// // 設置環(huán)境貼圖
// scene.environment = envMap;// let params = {
// aoMap: true,
// };
// // 實例化加載器gltf
// const gltfLoader = new GLTFLoader();
// // 實例化加載器draco
// const dracoLoader = new DRACOLoader();
// // 設置draco路徑
// dracoLoader.setDecoderPath("./draco/");
// // 設置gltf加載器draco解碼器
// gltfLoader.setDRACOLoader(dracoLoader);
// // 加載模型
// gltfLoader.load(
// // 模型路徑
// "./model/damon/scene.glb",
// // 加載完成回調
// (gltf) => {
// console.log(gltf);
// let diamond = gltf.scene.getObjectByName("blast1_diamond_0");
// diamond.material.flatShading = true;
// scene.add(gltf.scene);
// }
// );
// });
// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖// scene.background = envMap;scene.background = new THREE.Color(0xe2d0e0);// 設置環(huán)境貼圖scene.environment = envMap;
});
const loader = new THREE.ObjectLoader();
loader.load("./model/damon/scene.json", (object) => {scene.add(object);
});
十四、巧用物理發(fā)光屬性打造逼真IPHONE產(chǎn)品
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
// scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
controls.autoRotate = true;// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖// scene.background = envMap;scene.background = new THREE.Color(0x7aaff5);// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型gltfLoader.load(// 模型路徑"./model/mobile/scene.glb",// 加載完成回調(gltf) => {console.log(gltf);scene.add(gltf.scene);});
});
// rgbeLoader 加載hdr貼圖
// let rgbeLoader = new RGBELoader();
// rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
// // 設置球形貼圖
// // envMap.mapping = THREE.EquirectangularReflectionMapping;
// envMap.mapping = THREE.EquirectangularRefractionMapping;
// // 設置環(huán)境貼圖
// // scene.background = envMap;
// scene.background = new THREE.Color(0xe2d0e0);
// // 設置環(huán)境貼圖
// scene.environment = envMap;
// });
// const loader = new THREE.ObjectLoader();
// loader.load("./model/damon/scene.json", (object) => {
// scene.add(object);
// });
十五、限制控制器位移-旋轉角度避免3d場景穿幫
// 導入threejs
import * as THREE from "three";
// 導入軌道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 導入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 導入hdr加載器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 導入gltf加載器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 導入draco解碼器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 創(chuàng)建場景
const scene = new THREE.Scene();// 創(chuàng)建相機
const camera = new THREE.PerspectiveCamera(45, // 視角window.innerWidth / window.innerHeight, // 寬高比0.1, // 近平面1000 // 遠平面
);// 創(chuàng)建渲染器
const renderer = new THREE.WebGLRenderer({antialias: true, // 開啟抗鋸齒
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);// 設置相機位置
camera.position.z = 0;
camera.position.y = 1.8;
camera.position.x = 5;
camera.lookAt(0, 1.2, 0);// 添加世界坐標輔助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);// 添加軌道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 設置帶阻尼的慣性
controls.enableDamping = true;
// 設置阻尼系數(shù)
controls.dampingFactor = 0.05;
// 設置旋轉速度
// controls.autoRotate = true;
controls.target.set(0, 1.2, 0);
// 禁用平移
controls.enablePan = false;
// 設置最小距離
controls.minDistance = 3;
// 設置最大距離
controls.maxDistance = 5;
// 設置垂直的最小角度
controls.minPolarAngle = Math.PI / 2 - Math.PI / 12;
// 設置垂直的最大角度
controls.maxPolarAngle = Math.PI / 2;// 設置水平的最小角度
controls.minAzimuthAngle = Math.PI / 2 - Math.PI / 12;
// 設置水平的最大角度
controls.maxAzimuthAngle = Math.PI / 2 + Math.PI / 12;
// 渲染函數(shù)
function animate() {controls.update();requestAnimationFrame(animate);// 渲染renderer.render(scene, camera);
}
animate();// 監(jiān)聽窗口變化
window.addEventListener("resize", () => {// 重置渲染器寬高比renderer.setSize(window.innerWidth, window.innerHeight);// 重置相機寬高比camera.aspect = window.innerWidth / window.innerHeight;// 更新相機投影矩陣camera.updateProjectionMatrix();
});let eventObj = {Fullscreen: function () {// 全屏document.body.requestFullscreen();console.log("全屏");},ExitFullscreen: function () {document.exitFullscreen();console.log("退出全屏");},
};// 創(chuàng)建GUI
const gui = new GUI();
// 添加按鈕
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方體的位置
// gui.add(cube.position, "x", -5, 5).name("立方體x軸位置");// rgbeLoader 加載hdr貼圖
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {// 設置球形貼圖// envMap.mapping = THREE.EquirectangularReflectionMapping;envMap.mapping = THREE.EquirectangularRefractionMapping;// 設置環(huán)境貼圖// scene.background = envMap;scene.background = new THREE.Color(0xe2d0e0);// 設置環(huán)境貼圖scene.environment = envMap;let params = {aoMap: true,};// 實例化加載器gltfconst gltfLoader = new GLTFLoader();// 實例化加載器dracoconst dracoLoader = new DRACOLoader();// 設置draco路徑dracoLoader.setDecoderPath("./draco/");// 設置gltf加載器draco解碼器gltfLoader.setDRACOLoader(dracoLoader);// 加載模型gltfLoader.load(// 模型路徑"./model/liveroom-scene.glb",// 加載完成回調(gltf) => {console.log(gltf);scene.add(gltf.scene);});
});
// rgbeLoader 加載hdr貼圖