1.在【three.js第五课】的基础上引入AnaglyphEffect.js文件。
文件路径:
three源码包中进入【examples】文件夹;
进入【js】文件夹;
进入【effects】文件夹中即可看到AnaglyphEffect.js文件
我的引入如下:
<script src="../examples/js/effects/AnaglyphEffect.js"></script>2.将自定义的材料更改为如下(此步骤只是为了让材料收到光线的影响,不做该步骤也可以):
var cubeMaterial = [//右new THREE.MeshLambertMaterial({color:0xFFFFFF,side:THREE.DoubleSide}),//左new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/2.png') ,side:THREE.DoubleSide}),//上new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/3.png') ,side:THREE.DoubleSide}),//下new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/4.png') ,side:THREE.DoubleSide}),//前new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/5.png') ,side:THREE.DoubleSide}),//后new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/6.png') ,side:THREE.DoubleSide})];
3.将物体3D化。添加以下代码:
//物体3D化var effect = new THREE.AnaglyphEffect(renderer);effect.setSize(window.innerWidth, window.innerHeight);
4.并将渲染画面的方法进行修改,修改如下:
//绘画渲染var render=function() {//renderer.render(scene,camera);effect.render(scene,camera);//渲染3D画面}
5.源码如下:
<html><head><title>demo1</title></head><style type="text/css">body{margin:0;}canvas{width:100%;height:100%;}</style><body><script src="jquery.min.js"></script><script src="../src/loaders/ObjectLoader.js"></script><script src="../build/three.js"></script><script src="../examples/js/controls/OrbitControls.js"></script><script src="../examples/js/effects/AnaglyphEffect.js"></script><script type="text/javascript">var scene = new THREE.Scene();//创建场景//创建一个摄像机对象var camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight, 0.1, 1000);//创建渲染器var renderer = new THREE.WebGLRenderer();renderer.setSize(window.innerWidth, window.innerHeight);document.body.appendChild(renderer.domElement);//渲染到浏览器//加入事件监听器,窗口自适应window.addEventListener('resize', function(){var width = window.innerWidth;var height = window.innerHeight;renderer.setSize(width,height);camera.aspect = width/height;camera.updateProjectionMatrix();})//轨道控制 镜头的移动var controls = new THREE.OrbitControls(camera,renderer.document);//创建形状 BoxGeometryvar geometry = new THREE.BoxGeometry(1,1,1);//自定义材料//map:用于设置纹理贴图,也可以用16进制的颜色替换:color:0xFFFFFF//side:用于设置显示面。属性可设置为双面DoubleSide,前面FontSide,后面BackSide//MeshBasicMaterial:基础网孔材料,一个以简单着色(平面或线框)方式来绘制几何形状的材料。//MeshLambertMaterial:兰伯特网孔材料,一种非发光材料(兰伯特)的表面//MeshPhongMaterial:网孔材料,用于表面有光泽的材料,计算每个像素。var cubeMaterial = [//右new THREE.MeshLambertMaterial({color:0xFFFFFF,side:THREE.DoubleSide}),//左new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/2.png') ,side:THREE.DoubleSide}),//上new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/3.png') ,side:THREE.DoubleSide}),//下new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/4.png') ,side:THREE.DoubleSide}),//前new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/5.png') ,side:THREE.DoubleSide}),//后new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('images/6.png') ,side:THREE.DoubleSide})];//创建材料 wireframe是否使用线条//var material = new THREE.MeshBasicMaterial({color:0xFFFFFF,wireframe:true});var material = new THREE.MeshFaceMaterial(cubeMaterial);//将材料和形状结合var cube = new THREE.Mesh(geometry,material);//物体加入场景中scene.add(cube);//添加光线//注意:材料收到光线影响,即不同的材料对不同的光线表现出不同的特点,试着该表材料和光线,观测结果//1. AmbientLight 环境光:这种光的颜色被应用到全局范围内的所有对象。//AmbientLight(光线的颜色,光线的强度)//var ambientLight = new THREE.AmbientLight(0xFFFFFF,3.0);//scene.add(ambientLight);//光线加入场景中//2. PointLight 点光源 使用 MeshLambertMaterial 或 Phong网孔材料(MeshPhongMaterial) 来影响对象//var pointLight = new THREE.PointLight(0xFFFFFF,3.0);//scene.add(pointLight);//光线加入场景中//3. 平行光源(DirectionalLight).影响使用 兰伯特网孔材料(MeshLambertMaterial) 或 Phong网孔材料(MeshPhongMaterial) 的对象。//var directionalLight = new THREE.DirectionalLight(0xFFFFFF,3.0);//scene.add(directionalLight);//光线加入场景中//4. 聚光光源(SpotLight)一种能投射锥形阴影区域的点光源。使用 MeshLambertMaterial 或 Phong网孔材料(MeshPhongMaterial) 来影响对象。//var spotLight = new THREE.SpotLight(0xFFFFFF,3.0);//scene.add(spotLight);//光线加入场景中//5. 光(Light)光源的基类。var light = new THREE.Light(0xFFFFFF,1.0);scene.add(light);//光线加入场景中//物体3D化var effect = new THREE.AnaglyphEffect(renderer);effect.setSize(window.innerWidth, window.innerHeight);camera.position.z=3;//设置相机的位置//逻辑var update=function(){//物体随着XY轴旋转//cube.rotation.x +=0.01;//cube.rotation.y += 0.005;}//绘画渲染var render=function() {//renderer.render(scene,camera);effect.render(scene,camera);//渲染3D画面}//循环运行update,rendervar loop=function() {requestAnimationFrame(loop);update();render();}loop();//循环开始</script></body></html>
7.效果图:
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文章标题:【three.js第六课】物体3D化发布于2024-01-16 22:33:01

