const renderer = new WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setPixelRatio(window.devicePixelRatio)
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new WebGLRenderer會在body裏面生成一個canvas標籤,固然若是你想在某個位置插入canvas能夠在指定的dom元素appendChild(renderer.domElement)git
setPixelRatio是爲了兼容高清屏幕,在高清屏幕上繪圖,會出現繪圖不清晰的問題,設置setPixelRatio就行了github
const scene = new Scene()
scene.background = new Color(0x333333)
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首先咱們來了解一下three.js的座標npm
屏幕的中心,就是座標(0,0,0)canvas
用戶所能看到的場景,須要經過照相機來呈現,至關於人的眼睛,照相機分爲兩種一種是正交投影照相機,一種是透視投影照相機,它們之間最大的區別是透視投影照相機會根據照相機位置的遠近,物體會改變大小,更接近於人眼,在這裏咱們使用透視投影照相機(PerspectiveCamera)。bash
const camera = new PerspectiveCamera(70, this.options.width/this.options.height, 1, 10000)
camera.position.set(150, 250, 300)
camera.lookAt(new Vector3(0, 0, 0))
this.scene.add(camera)
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如同天然界要有光同樣,咱們要設置光源,才能看到物體。這裏咱們使用平行光,可參考太陽光。app
const light = new DirectionalLight()
light.position.set(0, 20, 20)
this.camera.add(light)
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首先,先裝一個引人模型的loaderdom
npm i three-obj-loader
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把一個.obj格式的3d模型加載進來就行了ide
const loader = new THREE.OBJLoader()
loader.load('assets/chair.obj', obj => {
obj.traverse(child=> {
if (child instanceof Mesh) {
child.material.side = THREE.DoubleSide
this.scene.add(obj)
}
})
})
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首先安裝一下這個庫this
npm i three-orbit-controls
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而後spa
const controls = this.controls = new OrbitControls(this.camera)
controls.maxPolarAngle = 1.5
controls.minPolarAngle = 0.5
controls.rotateSpeed = 5.0
controls.zoomSpeed = 5
controls.panSpeed = 2
controls.onZoom = false
controls.noPan = false
controls.staticMoving = true
controls.dynamicDampingFactor = 0.3
controls.minDistance = 10
controls.maxDistance = 800
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window.requestAnimationFrame(this.animate)
this.controls.update()
this.render()
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後面會寫一篇three.js的高級應用,好比
感興趣的同窗也能夠搶先看代碼:
原創辛苦,以爲還不錯請點個star哦