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08dat.GUI和stats.js库的使用1

08dat.GUI和stats.js库的使用1

作者: 狂暴机甲 | 来源:发表于2018-04-11 23:09 被阅读10次
image.png
左边是stats.js库,用来显示帧率。
右上角的是dat.GUI库的效果。用处非常多。非常方便调试。使用也非常简单。
  1. stats库,网络下载js文件。
    body中添加一个div。<div id="Stats-output"></div>
    js中代码
    var stats = initStats();

    function initStats() {
    var stats = new Stats();
    stats.setMode(0);
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.left = '0px';
    stats.domElement.style.top = '0px';
    document.getElementById("Stats-output").appendChild(stats.domElement);
    return stats;
    }
    还需要在动画函数中不停的更新
    stats.update();

  2. dat.GUI.js的使用。后来发现新版本可以直接使用中文定义变量。使用起来也比较简单。
    实时鉴定变量的值并显示.linten()。

    var controlsgui = new function () {
        this.剩余立方体数量 = cubeNum-ctimes; 
    };
    var gui = new dat.GUI();
    gui.add(controlsgui,'剩余立方体数量').listen();

效果如下:


图片.png

全部代码

<div id="Stats-output"></div>
<script type="text/javascript">
    var stats = initStats();
    var controls = new function () {
        this.rx = 0;
        this.rz = 0;
    };
    var gui = new dat.GUI();
    gui.add(controls,'rx',-20,20,"X轴位移");
    gui.add(controls,'rz',-20,20,"Y轴位移");

    var scene = new THREE.Scene();
    var camera = new THREE.PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,1000);
    camera.position.set(0,30,40);
    camera.lookAt(scene.position);
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth,window.innerHeight);
    renderer.setClearColor(0xCCCCCC);
    renderer.shadowMapEnabled =true;

    //
    var planeGeometry = new THREE.PlaneGeometry(50,16,1,1);
    var planeMaterial = new THREE.MeshLambertMaterial({color:0xCCCCCC})
    var plane = new THREE.Mesh(planeGeometry,planeMaterial);
    plane.position.set(0,0,0);
    plane.receiveShadow = true;
    plane.rotation.x = -0.5*Math.PI;
    scene.add(plane);
    //
    var cubeGeometry = new THREE.BoxGeometry(8,8,8);
    var array = [];
    for(var i=0;i<6;i++){
        array.push(new THREE.MeshBasicMaterial({color:0xFFFFFF*Math.random()}))
    }
    var cubeMaterial = new THREE.MeshFaceMaterial(array);
    var cube = new THREE.Mesh(cubeGeometry,cubeMaterial);
    cube.position.set(16,4,0);
    cube.castShadow = true;
    scene.add(cube);

    //
    var sphereGeometry = new THREE.SphereGeometry(4,20,20);
    var sphereMaterial = new THREE.MeshLambertMaterial({
        color:0xFFFFFF*Math.random()
    });
    var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);
    sphere.position.set(0,4,0);
    sphere.castShadow = true;
    scene.add(sphere);

    //
    var sphereMaterial2 = new THREE.MeshNormalMaterial({
        wireframe:true
    });
    var sphere2 = new THREE.Mesh(sphereGeometry,sphereMaterial2);
    sphere2.position.set(8,4,0);
    sphere2.castShadow = true;
    scene.add(sphere2);

    var ambientLight = new THREE.AmbientLight(0x222222);
    scene.add(ambientLight);
    var spotLight = new THREE.SpotLight(0xFFFFFF);
    spotLight.position.set(-60,80,40);
    spotLight.castShadow = true;
    spotLight.target = plane;
    scene.add(spotLight);

    document.body.appendChild(renderer.domElement);
    renderer.render(scene,camera);
    var sAngle = 0;
    function run() {
        stats.update();
        cube.rotation.y += 0.01;
        sAngle+=1;
        sphere.position.x = controls.rx;
        sphere.position.z = controls.rz;
        sphere2.position.x =8*Math.sin(sAngle/180*Math.PI);
        sphere2.position.z =8*Math.cos(sAngle/180*Math.PI);
        requestAnimationFrame(run);
        renderer.render(scene,camera);
    }
    run();

    function initStats() {
        var stats = new Stats();
        stats.setMode(0);
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.left = '0px';
        stats.domElement.style.top = '0px';

        document.getElementById("Stats-output").appendChild(stats.domElement);

        return stats;
    }

</script>

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