29 Three.js的特殊光源THREE.RectAreaLight窗口射入光线模拟

xiaoxiao2021-02-28  105

简介

这种光在整个面上均匀地发射出一个矩形平面。这可以用来模拟像明亮的窗户或带状照明的东西。

案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-12/31.html

简单创建

由于是特殊光源,而且比较复杂,所以此灯光需要额外引入插件来创建

<script src="examples/js/lights/RectAreaLightUniformsLib.js"></script>

然后就可以实例化了

var rectLight = new THREE.RectAreaLight(颜色, 光的强度, 宽度, 高度);

最后添加到场景当中即可

案例代码

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> <style type="text/css"> html, body { margin: 0; height: 100%; } canvas { display: block; } </style> </head> <body onload="draw();"> </body> <script src="build/three.js"></script> <script src="examples/js/lights/RectAreaLightUniformsLib.js"></script> <script src="examples/js/controls/OrbitControls.js"></script> <script src="examples/js/libs/stats.min.js"></script> <script src="examples/js/libs/dat.gui.min.js"></script> <script> var renderer; function initRender() { renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize(window.innerWidth, window.innerHeight); //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 //renderer.gammaInput = true; //renderer.gammaOutput = true; document.body.appendChild(renderer.domElement); } var camera; function initCamera() { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 40, 100); camera.lookAt(new THREE.Vector3(0, 0, 0)); } var scene; function initScene() { scene = new THREE.Scene(); } var rectLight,rectLightHelper; function initLight() { var ambientLight = new THREE.AmbientLight(0x111111); scene.add(ambientLight); rectLight = new THREE.RectAreaLight(0xffffff, 500, 10, 10); rectLight.position.set(5, 10, -20); scene.add(rectLight); // TODO: ensure RectAreaLight handles target param correctly rectLightHelper = new THREE.RectAreaLightHelper(rectLight); scene.add(rectLightHelper); } var cube,plane; function initModel() { //辅助工具 var helper = new THREE.AxisHelper(10); scene.add(helper); //球体 var sphereGeometry = new THREE.SphereGeometry(10,30,30); var sphereMaterial = new THREE.MeshStandardMaterial({color:0xff00ff}); var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); sphere.position.set(-20,20,0); sphere.castShadow = true; scene.add(sphere); //立方体 var cubeGeometry = new THREE.CubeGeometry(10,10,10); var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff}); cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.position.x = 30; cube.position.y = 5; cube.position.z = -5; //告诉立方体需要投射阴影 cube.castShadow = true; scene.add(cube); //底部平面 var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20); var planeMaterial = new THREE.MeshStandardMaterial({color: 0xaaaaaa}); plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.rotation.x = -0.5 * Math.PI; plane.position.y = -0; //告诉底部平面需要接收阴影 plane.receiveShadow = true; scene.add(plane); } //初始化性能插件 var stats; function initStats() { stats = new Stats(); document.body.appendChild(stats.dom); } //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放 var controls; function initControls() { controls = new THREE.OrbitControls(camera, renderer.domElement); // 如果使用animate方法时,将此函数删除 //controls.addEventListener( 'change', render ); // 使动画循环使用时阻尼或自转 意思是否有惯性 controls.enableDamping = true; //动态阻尼系数 就是鼠标拖拽旋转灵敏度 //controls.dampingFactor = 0.25; //是否可以缩放 controls.enableZoom = true; //是否自动旋转 controls.autoRotate = false; //设置相机距离原点的最远距离 controls.minDistance = 50; //设置相机距离原点的最远距离 controls.maxDistance = 200; //是否开启右键拖拽 controls.enablePan = true; //设置从上面到下面的可旋转角度 controls.maxPolarAngle = Math.PI*4.5/10; //设置从下面到上面的可旋转角度 //controls.minPolarAngle = Math.PI/2; } //初始化dat.GUI简化试验流程 var param; function initGui() { //声明一个保存需求修改的相关数据的对象 param = { motion: true, width: rectLight.width, height: rectLight.height, color: rectLight.color.getHex(), intensity: rectLight.intensity }; 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) //var lightFolder = gui.addFolder('Light'); datGui.add(param, 'width', 0.1, 100).onChange(function (val) { rectLight.width = val; }); datGui.add(param, 'height', 0.1, 100).onChange(function (val) { rectLight.height = val; }); datGui.addColor(param, 'color').onChange(function (val) { rectLight.color.setHex(val); }); datGui.add(param, 'intensity', 0.0, 1000).onChange(function (val) { rectLight.intensity = val; }); datGui.open(); } function render() { rectLightHelper.update(); renderer.render(scene, camera); } //窗口变动触发的函数 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); render(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { //更新控制器 render(); //更新性能插件 stats.update(); controls.update(); requestAnimationFrame(animate); } function draw() { initRender(); initScene(); initCamera(); initLight(); initModel(); initControls(); initStats(); initGui(); animate(); window.onresize = onWindowResize; } </script> </html>
转载请注明原文地址: https://www.6miu.com/read-19649.html

最新回复(0)