mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-05 07:37:31 +00:00
120 lines
4.2 KiB
HTML
120 lines
4.2 KiB
HTML
<!--********************************************************************
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* by jiawanlong
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*********************************************************************-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8" />
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<style>
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* {
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margin: 0;
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padding: 0;
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overflow: hidden;
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}
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body,
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#box {
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width: 100%;
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height: 100%;
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}
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</style>
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</head>
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<body>
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<div id="box"></div>
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<script type="importmap">
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{
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"imports": {
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"three": "./../../libs/three/build/three.module.js",
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"three/addons/": "./../../libs/three/examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three'
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
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const box = document.getElementById('box')
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const scene = new THREE.Scene()
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// 相机
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const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
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camera.position.set(5, 4, 5)
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const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
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scene.add(new THREE.AmbientLight(0xffffff, 4))
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scene.add(new THREE.AxesHelper(1000))
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renderer.setSize(box.clientWidth, box.clientHeight)
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box.appendChild(renderer.domElement)
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// receiveShadow 接收阴影:别的物体阴影可以在自己身上显示(地面用)
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// castShadow 发射阴影,本身物体发射出去阴影,在其他物体身上显示(模型用)
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// --------------------renderer启用阴影--------------------
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renderer.shadowMap.enabled = true; // 启用阴影映射
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renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 使用软阴影
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// --------------------renderer启用阴影--------------------
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// --------------------平行光开始--------------------
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// 创建一个平行光
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const directionalLight = new THREE.DirectionalLight(0xffffff, 5);
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directionalLight.position.set(5, 8, 5).normalize(); // 设置平行光的方向
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directionalLight.castShadow = true; // 启用平行光的阴影
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// 配置平行光的阴影贴图
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directionalLight.shadow.mapSize.width = 1024; // 阴影贴图的宽度
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directionalLight.shadow.mapSize.height = 1024; // 阴影贴图的高度
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directionalLight.shadow.camera.near = 0.5; // 阴影摄像机的近裁剪面
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directionalLight.shadow.camera.far = 500; // 阴影摄像机的远裁剪面
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directionalLight.shadow.camera.left = -50;
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directionalLight.shadow.camera.right = 50;
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directionalLight.shadow.camera.top = 50;
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directionalLight.shadow.camera.bottom = -50;
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// 将平行光添加到场景中
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scene.add(directionalLight);
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// --------------------平行光结束--------------------
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// --------------------地面开始--------------------
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const planeGeometry = new THREE.PlaneGeometry(100, 100);
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const planeMaterial = new THREE.MeshStandardMaterial({ color: 0x808080, side: THREE.DoubleSide });
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const plane = new THREE.Mesh(planeGeometry, planeMaterial);
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plane.receiveShadow = true; // 启用接收阴影
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plane.rotation.x = -Math.PI / 2; // 使平面水平
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scene.add(plane);
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// --------------------地面结束--------------------
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const loader = new GLTFLoader()
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loader.load('./zhanji.glb', (gltf) => {
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scene.add(gltf.scene)
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gltf.scene.scale.set(0.005, 0.005, 0.005)
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gltf.scene.position.set(0, 2, 0)
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// ---------确保模型的每个网格都启用投射阴影-----------
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gltf.scene.traverse((child) => {
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if (child instanceof THREE.Mesh) {
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child.castShadow = true; // 启用投射阴影
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}
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});
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})
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new OrbitControls(camera, renderer.domElement)
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animate()
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function animate() {
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requestAnimationFrame(animate)
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renderer.render(scene, camera)
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}
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</script>
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</body>
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</html> |