three.js 场景切换

检察场景切换结果

用6个面构成的立方体作为场景图,发明会涌现变形的征象,css3DRenderer 不会变形,然则不方便增添笔墨,末了采纳scene的背景作为场景,背景是用cubeTextureLoader()加载的。

<button id="btn1" class="btn btn-primary" style="margin-bottom:20px;">切换场景1</button>
<button id="btn2" class="btn btn-warning" style="margin-bottom:20px;">切换场景2</button>
<canvas id="canvas" width="64" height="64" style="display:none;"></canvas>
<div class="canvasWrap" id="canvasWrap" style="margin-bottom:15px;"></div>
<script src="../plugins/jQuery/jQuery-2.1.4.min.js"></script>
<script src="../bootstrap/js/bootstrap.js"></script>
<script src="../dist/js/three.js"></script>
<script src="../dist/js/OrbitControls.js"></script>
    <script>
    var width, height;

    var renderer;

    function initRender() {
        width = document.getElementById('canvasWrap').clientWidth;
        height = document.getElementById('canvasWrap').clientHeight;
        renderer = new THREE.WebGLRenderer({ antialias: true });

        renderer.setSize(width, height);

        document.getElementById('canvasWrap').appendChild(renderer.domElement);

    }

    var camera;
    function initCamera() {

        camera = new THREE.PerspectiveCamera(75, width / height, 1, 1000);
        console.log(camera)
        camera.position.set(0, 0, 300);

    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
        //scene.background = new THREE.TextureLoader().load( '../textures/2294472375_24a3b8ef46_o.jpg' ) //scene不会随着扭转
        scene.background = new THREE.CubeTextureLoader()
            .setPath('../dist/textures/cube/Bridge2/').load(
                [
                    'posx.jpg',
                    'negx.jpg',
                    'posy.jpg',
                    'negy.jpg',
                    'posz.jpg',
                    'negz.jpg'
                ]
            );
        console.log(scene)
    }

    var light;
    function initLight() {

        //scene.add(new THREE.AmbientLight(0x404040)); 

        scene.add(new THREE.AmbientLight(0xffffff));

        light = new THREE.DirectionalLight(0xffffff);

        //light.position.set(1,1,1); 
        light.position.set(0, 0, 50);
        scene.add(light);

    }

    var text = "first text";

    function showText() {
        const canvas = document.getElementById("canvas");
        const ctx = canvas.getContext("2d");
        ctx.canvas.width = 256;
        const x = 0;
        const y = 32;
        ctx.fillStyle = "red";
        ctx.font = "30px arial";
        ctx.textAlign = "left";
        ctx.textBaseline = "middle";
        ctx.fillText(text, x, y)
    }

    var sprite

    function showSprite() {
        showText()
        const canvasTexture = new THREE.CanvasTexture(
            document.querySelector("#canvas")
        )
        //canvasTexture.needsUpdate = true; //注重这句不能少
        const spritMaterial = new THREE.SpriteMaterial({
            map: canvasTexture
        })
        sprite = new THREE.Sprite(spritMaterial)
        sprite.position.set(-380, 100, 0);
        //精灵的默许大小很小预计是[1,1,1]
        sprite.scale.set(0.64 * 256, 0.64 * 64, 1);
        scene.add(sprite)
    }

    function initModel() {
        var texture1 = new THREE.TextureLoader().load('../dist/textures/cube/Bridge2/posx.jpg')
        var texture2 = new THREE.TextureLoader().load('../dist/textures/cube/Bridge2/negx.jpg')
        var texture3 = new THREE.TextureLoader().load('../dist/textures/cube/Bridge2/posy.jpg')
        var texture4 = new THREE.TextureLoader().load('../dist/textures/cube/Bridge2/negy.jpg')
        var texture5 = new THREE.TextureLoader().load('../dist/textures/cube/Bridge2/posz.jpg')
        var texture6 = new THREE.TextureLoader().load('../dist/textures/cube/Bridge2/negz.jpg')

        var materialArr = [
            //纹理对象赋值给6个材质对象
            new THREE.MeshBasicMaterial({ map: texture1, side: THREE.DoubleSide }),
            new THREE.MeshBasicMaterial({ map: texture2, side: THREE.DoubleSide }),
            new THREE.MeshBasicMaterial({ map: texture3, side: THREE.DoubleSide }),
            new THREE.MeshBasicMaterial({ map: texture4, side: THREE.DoubleSide }),
            new THREE.MeshBasicMaterial({ map: texture5, side: THREE.DoubleSide }),
            new THREE.MeshBasicMaterial({ map: texture6, side: THREE.DoubleSide })
        ];
        var boxGeometry = new THREE.BoxGeometry(200, 200, 200, 100, 100, 100);
        //boxGeometry.scale( -1, 1, 1 );
        var cube = new THREE.Mesh(boxGeometry, materialArr);
        // var cube = new THREE.Mesh(new THREE.SphereGeometry(50, 180, 120), material)  
        //new THREE.SphereGeometry(3, 18, 12)
        scene.add(cube);
    }

    //用户交互插件 鼠标左键按住扭转,右键按住平移,滚轮缩放 

    var controls;
    function initControls() {
        controls = new THREE.OrbitControls(camera, renderer.domElement);

        // 假如运用animate要领时,将此函数删除 

        //controls.addEventListener( 'change', render ); 

        // 使动画轮回运用时阻尼或自转 意义是不是有惯性 

        controls.enableDamping = true;

        //动态阻尼系数 就是鼠标拖拽扭转灵敏度 

        //controls.dampingFactor = 0.25; 

        //是不是能够缩放 

        controls.enableZoom = true;

        //是不是自动扭转 

        controls.autoRotate = false;

        //设置相机间隔原点的最远间隔 

        //controls.minDistance = 50; 

        //设置相机间隔原点的最远间隔 

        //controls.maxDistance =200; 

        //是不是开启右键拖拽 

        controls.enablePan = true;
    }

    function render() {
        renderer.render(scene, camera);
    }

    //窗口更改触发的函数 
    function onWindowResize() {
        width = document.getElementById('canvasWrap').clientWidth;
        height = document.getElementById('canvasWrap').clientHeight;

        camera.aspect = width / height;

        camera.updateProjectionMatrix();

        render();

        renderer.setSize(width, height);
    }

    function animate() {

        //更新控制器 

        controls.update();

        render();

        requestAnimationFrame(animate);

    }


    function draw() {

        initRender();

        initScene();

        initCamera();

        //initLight()
        showSprite();

        initModel();

        initControls();

        animate();

        window.onresize = onWindowResize;
    }

    var btn = document.getElementById("btn1");
    btn.onclick = function() {
        console.log(scene)
        //scene.background = new THREE.Color( 0xff0000 )
        scene.background = new THREE.CubeTextureLoader()
            .setPath('../dist/textures/cube/Park2/').load(
                [
                    'posx.jpg',
                    'negx.jpg',
                    'posy.jpg',
                    'negy.jpg',
                    'posz.jpg',
                    'negz.jpg'
                ]
            );
    }

    var btn = document.getElementById("btn2");
    btn.onclick = function() {
        console.log(scene)
        //scene.background = new THREE.Color( 0xff0000 )
        scene.background = new THREE.CubeTextureLoader()
            .setPath('../dist/textures/cube/Bridge2/').load(
                [
                    'posx.jpg',
                    'negx.jpg',
                    'posy.jpg',
                    'negy.jpg',
                    'posz.jpg',
                    'negz.jpg'
                ]
            );
    }
    //MeshFaceMaterial 不加灯光会不显现,MeshBasicMaterial能够不必光芒,MeshPhongMaterial肯定要有光芒,不然不显现
    </script>
    原文作者:tianyawhl
    原文地址: https://segmentfault.com/a/1190000019139426
    本文转自网络文章,转载此文章仅为分享知识,如有侵权,请联系博主进行删除。
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