<!DOCTYPE html>

<html>

<head>
<title>Example 01.04 - Materials, light and animation</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/jquery-1.9.0.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<style>
body{
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
$(function () { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var renderer = new THREE.WebGLRenderer(); renderer.setClearColorHex(0xEEEEEE, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true; // create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60,20,1,1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry,planeMaterial);
plane.receiveShadow = true; // rotate and position the plane
plane.rotation.x=-0.5*Math.PI;
plane.position.x=15
plane.position.y=0
plane.position.z=0 // add the plane to the scene
scene.add(plane); // create a cube
var cubeGeometry = new THREE.CubeGeometry(4,4,4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; // position the cube
cube.position.x=-4;
cube.position.y=3;
cube.position.z=0; // add the cube to the scene
scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4,20,20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); // position the sphere
sphere.position.x=20;
sphere.position.y=0;
sphere.position.z=2;
sphere.castShadow=true; // add the sphere to the scene
scene.add(sphere); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position); // add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight); // add spotlight for the shadows
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( -40, 60, -10 );
spotLight.castShadow = true;
scene.add( spotLight ); // add the output of the renderer to the html element
$("#WebGL-output").append(renderer.domElement); // call the render function
var step=0;
render(); function render() {
stats.update();//拓展render()函数
// rotate the cube around its axes 绕坐标轴转动的红色方块
cube.rotation.x += 0.02;
cube.rotation.y += 0.02;
cube.rotation.z += 0.02; // bounce the sphere up and down 球体弹跳
step+=0.04;//step+=0.04定义了球体弹跳的速度
sphere.position.x = 20+( 10*(Math.cos(step)));//Math.cos()和Math.sin()函数通过使用step变量帮我们创建了平滑的轨迹
sphere.position.y = 2 +( 10*Math.abs(Math.sin(step))); // render using requestAnimationFrame
requestAnimationFrame(render);//调用requestAnimationFrame()方法使得动画能持续进行
renderer.render(scene, camera);//调用renderScene()来启动动画
} function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; $("#Stats-output").append( stats.domElement ); return stats;
}
}); </script>
</body>
</html>

控制运动

<!DOCTYPE html>

<html>

<head>
<title>Example 01.05 - Control gui</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/jquery-1.9.0.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script><!--渲染出一个小图形来显示来自动画的每秒的帧数(FPS)-->
<script type="text/javascript" src="../libs/dat.gui.js"></script><!--用户界面组件来修改代码中的参数-->
<style>
body{
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output"><!--增加一个<div>元素用来呈现统计画面-->
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
$(function () {//在匿名函数的一开始调用该函数,使场景有了统计的功能 var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var renderer = new THREE.WebGLRenderer(); renderer.setClearColorHex(0xEEEEEE, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true; // create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60,20,1,1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry,planeMaterial);
plane.receiveShadow = true; // rotate and position the plane
plane.rotation.x=-0.5*Math.PI;
plane.position.x=15
plane.position.y=0
plane.position.z=0 // add the plane to the scene
scene.add(plane); // create a cube
var cubeGeometry = new THREE.CubeGeometry(4,4,4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; // position the cube
cube.position.x=-4;
cube.position.y=3;
cube.position.z=0; // add the cube to the scene
scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4,20,20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); // position the sphere
sphere.position.x=20;
sphere.position.y=0;
sphere.position.z=2;
sphere.castShadow=true; // add the sphere to the scene
scene.add(sphere); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position); // add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight); // add spotlight for the shadows
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( -40, 60, -10 );
spotLight.castShadow = true;
scene.add( spotLight ); // add the output of the renderer to the html element
$("#WebGL-output").append(renderer.domElement); // call the render function
var step=0; var controls = new function() {
this.rotationSpeed = 0.02;//控制立方体的旋转
this.bouncingSpeed = 0.03;//控制球的弹跳速度
} var gui = new dat.GUI();//当我们通过dat.GUI改变变量的值,它会立即影响到我们创建的物体的旋转和弹跳速度
gui.add(controls, 'rotationSpeed',0,0.5);//取值范围0-0.5
gui.add(controls, 'bouncingSpeed',0,0.5); render(); function render() {
stats.update();//在render函数里调用stats.update()方法
// rotate the cube around its axes
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed; // bounce the sphere up and down
step+=controls.bouncingSpeed;
sphere.position.x = 20+( 10*(Math.cos(step)));
sphere.position.y = 2 +( 10*Math.abs(Math.sin(step))); // render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
} function initStats() {//初始化统计对象 var stats = new Stats(); stats.setMode(0); // 如果设置为0,监测fps, 设置为1监测渲染时间 ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; $("#Stats-output").append( stats.domElement ); return stats;
}
}); </script>
</body>
</html>

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