Chapter 1:Create You First 3D Scene With Three.js
1,各浏览器对WebGL的支持

手机浏览器对WebGL的支持:

书的源码:https://github.com/josdirksen/learning-threejs
第一次用浏览器打开代码可能无法正常显示,好像要对浏览器做一些设置额。
创建第一个3D场景包括这几样东西:

<!DOCTYPE html> <html> <head>
<title>Example 01.06 - Screen size change</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>//shows the frames per second(fps) for animation
<script type="text/javascript" src="../libs/dat.gui.js"></script>//allows you to very easily create a simple user interface component that can change variables in your code
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> var camera;
var scene;
var renderer; // once everything is loaded, we run our Three.js stuff.
function init() {
var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene(); // create a camera, which defines where we're looking at. 第一个参数是摄像机的角度,其他因素不变的情况下角度越大,看到的场景越小,第二个是场景的比例,第三个是near,第四个是far我们能看到的是near和far之间的内容
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;//默认是不开启阴影效果的,如果要显示阴影在这里要把它设为true; // create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1);//创建一个长为60,宽为20的长方形,后面那两个参数是可选的,分别为widthsegements,heightsegements
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});//设置材质,并初始化材质颜色
var plane = new THREE.Mesh(planeGeometry, planeMaterial); //把二者合并为一个mesh对象
plane.receiveShadow = true;//接收阴影 // rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0; // add the plane to the scene
scene.add(plane); // create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);//新建一个立方体,参数为width,height,depth,后面还有三个可选参数,分别为widthsegments,heightsegments,depthsegments
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; // position the cube
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0; // add the cube to the scene
scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);//SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength)
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// position the sphere
sphere.position.x = 20;
sphere.position.y = 0;
sphere.position.z = 2;
sphere.castShadow = true;
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
var controls = new function () {
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03;
};
var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'bouncingSpeed', 0, 0.5);
render();
function render() {
stats.update();
// rotate the cube around its axes
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// bounce the sphere up and down
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
// render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.onload = init;
// listen to the resize events
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
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