<!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="/lib/three.js"></script>
<script src="/lib/js/controls/OrbitControls.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>
<script>
var renderer;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true,alpha: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.setClearColor(0xffffff);
document.body.appendChild(renderer.domElement);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(75, 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();
}
function initLight() {
}
function initModel() {
//辅助工具
var helper = new THREE.AxesHelper(10);
scene.add(helper);
var s = 25;
var cube = new THREE.CubeGeometry(s, s, s);
for (var i = 0; i < 3000; i++) {
var material = new THREE.MeshBasicMaterial({color:randomColor()});
var mesh = new THREE.Mesh(cube, material);
mesh.position.x = 800 * ( 2.0 * Math.random() - 1.0 );
mesh.position.y = 800 * ( 2.0 * Math.random() - 1.0 );
mesh.position.z = 800 * ( 2.0 * Math.random() - 1.0 );
mesh.rotation.x = Math.random() * Math.PI;
mesh.rotation.y = Math.random() * Math.PI;
mesh.rotation.z = Math.random() * Math.PI;
mesh.updateMatrix();
scene.add(mesh);
}
}
//随机生成颜色
function randomColor() {
var arrHex = ["0","1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d","e","f"],
strHex = "#",
index;
for(var i = 0; i < 6; i++) {
index = Math.round(Math.random() * 15);
strHex += arrHex[index];
}
return strHex;
}
//声明raycaster和mouse变量
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseClick( event ) {
//通过鼠标点击的位置计算出raycaster所需要的点的位置,以屏幕中心为原点,值的范围为-1到1.
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// 通过鼠标点的位置和当前相机的矩阵计算出raycaster
raycaster.setFromCamera( mouse, camera );
// 获取raycaster直线和所有模型相交的数组集合
var intersects = raycaster.intersectObjects( scene.children );
console.log(intersects);
//将所有的相交的模型的颜色设置为红色,如果只需要将第一个触发事件,那就数组的第一个模型改变颜色即可
for ( var i = 0; i < intersects.length; i++ ) {
intersects[ i ].object.material.color.set( 0xff0000 );
}
}
window.addEventListener( 'click', onMouseClick, false );
//初始化dat.GUI简化试验流程
var gui;
function initGui() {
//声明一个保存需求修改的相关数据的对象
controls = {
};
var gui = new dat.GUI();
}
//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;
}
function render() {
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();
initGui();
initControls();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>
</html>
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