<!DOCTYPE html> <html> <head> <title>Example 03.02 - point Light</title> <script src="https://cdn.bootcss.com/three.js/r67/three.js"></script> <script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script> <script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <div id="WebGL-output"> </div> <script type="text/javascript"> // 初始化 function init() { var stats = initStats(); // 创建一个场景 var scene = new THREE.Scene(); // 创建一个相机 var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 创建一个渲染器 var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); renderer.setSize(window.innerWidth, window.innerHeight); // renderer.shadowMapEnabled = true; // 创建地面 var planeGeometry = new THREE.PlaneGeometry(60, 20, 20, 20); var planeMaterial = new THREE.MeshPhongMaterial({color: 0xffffff}); var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; // 让地面保持水平 plane.rotation.x = -0.5 * Math.PI; plane.position.x = 15; plane.position.y = 0; plane.position.z = 0; // 把地面添加到场景中去 scene.add(plane); // 创建一个正方体 var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff7777}); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; // 设置正方体的坐标 cube.position.x = -4; cube.position.y = 3; cube.position.z = 0; // 把正方体添加到场景中去 scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4, 20, 20); var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff}); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); // 给球坐标 sphere.position.x = 20; sphere.position.y = 0; sphere.position.z = 2; sphere.castShadow = true; // 把球添加到场景中去 scene.add(sphere); // 调整相机的位置和朝向 camera.position.x = -25; camera.position.y = 30; camera.position.z = 25; camera.lookAt(new THREE.Vector3(10, 0, 0)); // 添加自然光 var ambiColor = "#0c0c0c"; var ambientLight = new THREE.AmbientLight(ambiColor); scene.add(ambientLight); // 添加聚光灯 var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; // scene.add( spotLight ); //添加点光源 var pointColor = "#ccffcc"; var pointLight = new THREE.PointLight(pointColor); pointLight.distance = 100; //点光源距离 scene.add(pointLight); // 添加一个小的圆形在点光源的光源头部 var sphereLight = new THREE.SphereGeometry(0.2); var sphereLightMaterial = new THREE.MeshBasicMaterial({color: 0xac6c25}); var sphereLightMesh = new THREE.Mesh(sphereLight, sphereLightMaterial); sphereLightMesh.castShadow = true; sphereLightMesh.position = new THREE.Vector3(3, 0, 3); scene.add(sphereLightMesh); // 渲染效果放到DOM元素中去 document.getElementById("WebGL-output").appendChild(renderer.domElement); var step = 0; var invert = 1; var phase = 0; var controls = new function () { this.rotationSpeed = 0.03; this.bouncingSpeed = 0.03; this.ambientColor = ambiColor; this.pointColor = pointColor; this.intensity = 1; this.distance = 100; }; var gui = new dat.GUI(); gui.addColor(controls, 'ambientColor').onChange(function (e) { ambientLight.color = new THREE.Color(e); }); gui.addColor(controls, 'pointColor').onChange(function (e) { pointLight.color = new THREE.Color(e); }); gui.add(controls, 'intensity', 0, 3).onChange(function (e) { pointLight.intensity = e; }); gui.add(controls, 'distance', 0, 100).onChange(function (e) { pointLight.distance = e; }); render(); function render() { stats.update(); // 旋转正方体 cube.rotation.x += controls.rotationSpeed; cube.rotation.y += controls.rotationSpeed; cube.rotation.z += controls.rotationSpeed; // 使球体运动 step += controls.bouncingSpeed; sphere.position.x = 20 + ( 10 * (Math.cos(step))); sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step))); if (phase > 2 * Math.PI) { invert = invert * -1; phase -= 2 * Math.PI; } else { phase += controls.rotationSpeed; } sphereLightMesh.position.z = +(7 * (Math.sin(phase))); sphereLightMesh.position.x = +(14 * (Math.cos(phase))); sphereLightMesh.position.y = 5; if (invert < 0) { var pivot = 14; sphereLightMesh.position.x = (invert * (sphereLightMesh.position.x - pivot)) + pivot; } pointLight.position.copy(sphereLightMesh.position); requestAnimationFrame(render); renderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init </script> </body> </html>