Cesium-Examples/examples/threeEx/1.1.28、GUI.html
2025-03-19 11:00:22 +08:00

188 lines
5.8 KiB
HTML

<!--********************************************************************
* by jiawanlong
*********************************************************************-->
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<style>
* {
margin: 0;
padding: 0;
}
body,
.box {
width: 100%;
background-color: #1f1f1f;
height: 100%;
}
</style>
</head>
<body>
<div class="box" id="box"></div>
<script type="importmap">
{
"imports": {
"three": "./../../libs/three/build/three.module.js",
"three/addons/": "./../../libs/three/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { CSS3DRenderer, CSS3DObject, CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
// 实例化一个gui对象
const gui = new GUI();
const obj = {
yd: 300,
dx: 5,
color: 0x00ffff,
scale: 0,
bool:false
};
// 创建场景
const scene = new THREE.Scene();
let box = document.getElementById("box")
//创建相机对象
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 50, 1000);
camera.position.set(292, 109, 568); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
// 光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
var point1 = new THREE.PointLight(0xffffff);
point1.position.set(-400, -200, -300);
scene.add(point1);
var ambient = new THREE.AmbientLight(0x888888, 2);
scene.add(ambient);
// 创建渲染器
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
box.appendChild(renderer.domElement)
// 加载纹理
const textureLoader = new THREE.TextureLoader();
const spriteTexture = textureLoader.load('./yd.jpg');
// 创建精灵材质
const spriteMaterial = new THREE.SpriteMaterial({
map: spriteTexture,
useScreenCoordinates: false,
color: 0xffffff // 可以设置颜色
});
let group = new THREE.Group();
for (let i = 0; i < obj.yd; i++) {
// 精灵模型共享材质
const sprite = new THREE.Sprite(spriteMaterial);
group.add(sprite);
sprite.scale.set(obj.dx, obj.dx, 1);
// 设置精灵模型位置,在长方体空间上上随机分布
const x = 1000 * (Math.random() - 0.5);
const y = 600 * Math.random();
const z = 1000 * (Math.random() - 0.5);
sprite.position.set(x, y, z)
}
scene.add(group);
function addYD() {
group.clear();
for (let i = 0; i < obj.yd; i++) {
// 精灵模型共享材质
const sprite = new THREE.Sprite(spriteMaterial);
group.add(sprite);
sprite.scale.set(obj.dx, obj.dx, 1);
// 设置精灵模型位置,在长方体空间上上随机分布
const x = 1000 * (Math.random() - 0.5);
const y = 600 * Math.random();
const z = 1000 * (Math.random() - 0.5);
sprite.position.set(x, y, z)
}
}
// 环境光强度
gui.add(ambient, 'intensity', 0, 5.0).name('环境光强度').step(0.1);
// point光强度
gui.add(point, 'intensity', 0, 5.0).name('point光强度');
// GUI控制雨滴
gui.add(obj, 'yd', 0, 18000).name('雨滴多少').onChange(function (value) {
addYD();
});
// GUI控制雨滴
gui.add(obj, 'dx', 0, 50).name('雨滴大小').onChange(function (value) {
addYD();
});
// 颜色
gui.addColor(obj, 'color').name('颜色').onChange(function (value) {
});
// 下拉菜单
gui.add(obj, 'scale', [-100, 0, 100]).name('下拉菜单').onChange(function (value) {
});
// 下拉菜单
gui.add(obj, 'scale', { left: -100,center: 0,right: 100}).name('下拉菜单').onChange(function (value) {
});
// 布尔值
gui.add(obj, 'bool').name('布尔值').onChange(function (value) {
});
// 草地
var geometry1 = new THREE.PlaneGeometry(2000, 2000);
const texLoader = new THREE.TextureLoader();
const texture = texLoader.load('./cao.png');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(20, 20);
const material = new THREE.MeshLambertMaterial({
map: texture,
});
const mesh1 = new THREE.Mesh(geometry1, material);
mesh1.position.set(50, 50, 0);
scene.add(mesh1);
mesh1.rotateX(-Math.PI / 2);
function render() {
group.children.forEach(sprite => {
sprite.position.y -= 2;
if (sprite.position.y < 0) {
sprite.position.y = 600;
}
});
renderer.render(scene, camera)
requestAnimationFrame(render);
}
render();
const controls = new OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', function () {
renderer.render(scene, camera);
});
</script>
</body>
</html>