物管理前端
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style>
html, body, div {
padding: 0;
margin: 0;
height: 100%;
}
</style>
<script src="./three/three.min.js"></script>
<script src="./three/GLTFLoader.js"></script>
<script src="./three/OrbitControls.js"></script>
</head>
<body onload="draw();">
<div></div>
</body>
<script>
let renderer, camera, scene, gui, stats, ambientLight, directionalLight, control;
const w = document.querySelector("div");
function initRender() {
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(w.clientWidth, w.clientHeight);
//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
w.appendChild(renderer.domElement);
}
function initCamera() {
camera = new THREE.PerspectiveCamera(1, w.clientWidth / w.clientHeight, 0.1, 1000);
camera.position.set(0, 100, 200);
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 = {};
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)
}
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() {
//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 = -.1;
// plane.receiveShadow = true; //可以接收阴影
// scene.add(plane);
//创建gltf加载器
var loader = new THREE.GLTFLoader();
loader.load("./1.glb", function(gltf) {
gltf.scene.scale.set(20, 20, 20);
scene.add(gltf.scene);
});
}
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
function initControl() {
control = new THREE.OrbitControls(camera, renderer.domElement);
}
function render() {
control.update();
control.autoRotate = true;
control.enabled = false;
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = w.clientWidth / w.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(w.clientWidth, w.clientHeight);
}
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>