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场景材质覆盖

场景材质覆盖

作者: Codifier | 来源:发表于2019-11-07 18:32 被阅读0次
    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Override  Material</title>
        <script src="../../three-part/threejs/three.js"></script>
        <script src="../../three-part/utils/stats.min.js"></script>
        <script src="../../three-part/utils/dat.gui.min.js"></script>
        <script src="../controls/TrackballControls.js"></script>
        <script src="../util/util.js"></script>
        <style>
            body {
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
    <div id="container"></div>
    <script type="text/javascript">
        init();
        function init() {
            // show FPS
            let stats = initStats();
            // resize
            window.addEventListener('resize', onResize, false);
    
            let scene = new THREE.Scene();
            scene.fog = new THREE.FogExp2(0xEA7EF7, 0.01);
            // If not null, it will force everything in the scene to be rendered with that material.
            // Default is null.
            scene.overrideMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
    
            let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 30;
            camera.lookAt(scene.position);
    
            let renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(new THREE.Color(0x000000));
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            document.getElementById("container").appendChild(renderer.domElement);
    
            // init trackball control
            let trackballControls = initTrackballControls(camera, renderer);
            let clock = new THREE.Clock();
    
            // add a plane
            let planeGeometry = new THREE.PlaneGeometry(60, 40, 1, 1);
            let planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xffffff
            });
            let plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.receiveShadow = true;
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.x = 0;
            plane.position.y = 0;
            plane.position.z = 0;
            scene.add(plane);
    
            // add a ambient light
            let ambientLight = new THREE.AmbientLight(0x3c3c3c);
            scene.add(ambientLight);
    
            // add a spot light
            let spotLight = new THREE.SpotLight(0xffffff, 1.2, 150, 120);
            spotLight.position.set(-40, 60, -10);
            spotLight.castShadow = true;
            scene.add(spotLight);
    
            // attributes which can be modified in GUI
            const controls = {
                "rotationSpeed" : 0.02,
                "numberOfObjects" : scene.children.length,
                "removeCube" : function(){
                    let allChildren = scene.children;
                    let lastObject = allChildren[allChildren.length - 1];
                    if (lastObject instanceof THREE.Mesh) {
                        scene.remove(lastObject);
                        this.numberOfObjects = scene.children.length;
                    }
                },
                "addCube" : function(){
                    let cubeSize = Math.ceil((Math.random() * 3));
                    let cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
                    let cubeMaterial = new THREE.MeshLambertMaterial({
                        color: Math.random() * 0xffffff
                    });
                    let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
                    cube.castShadow = true;
                    cube.name = "cube-" + scene.children.length;
    
                    cube.position.x = -30 + Math.round((Math.random() * planeGeometry.parameters.width));
                    cube.position.y = Math.round((Math.random() * 5));
                    cube.position.z = -20 + Math.round((Math.random() * planeGeometry.parameters.height));
    
                    scene.add(cube);
                    this.numberOfObjects = scene.children.length;
                },
                "outputObjects" : function(){
                    console.log(scene.children);
                }
            };
    
            // init GUI
            initGUI(controls);
    
            renderScene();
    
            function initGUI(controls){
                let gui = new dat.GUI();
                gui.add(controls, 'rotationSpeed', 0, 0.5);
                gui.add(controls, 'addCube');
                gui.add(controls, 'removeCube');
                gui.add(controls, 'outputObjects');
                gui.add(controls, 'numberOfObjects').listen();
            }
    
            function onResize() {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            }
    
            function renderScene(){
                trackballControls.update(clock.getDelta());
                stats.update();
    
                // rotate cube
                scene.traverse(function (e) {
                    if (e instanceof THREE.Mesh && e != plane) {
                        e.rotation.x += controls.rotationSpeed;
                        e.rotation.y += controls.rotationSpeed;
                        e.rotation.z += controls.rotationSpeed;
                    }
                });
    
                requestAnimationFrame(renderScene);
                renderer.render(scene, camera);
            }
        }
    </script>
    </body>
    </html>
    

    运行结果:



    总结:
    scene.overrideMaterial的作用是让场景中的所有物体都具有相同的材质

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          本文标题:场景材质覆盖

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