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				https://github.com/jiawanlong/Cesium-Examples.git
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			141 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			5.0 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 src="./tween.umd.js"></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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        import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'
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        const box = document.getElementById('box')
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        const scene = new THREE.Scene()
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        const camera = new THREE.PerspectiveCamera();  //相机
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        camera.position.set(100, 200, 200); //相机位置
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        camera.lookAt(150, 0, 10); //相机位置
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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, 1))
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        scene.add(new THREE.AxesHelper(1000))
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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(500, 300, 500).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 = 5000; // 阴影摄像机的远裁剪面
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        directionalLight.shadow.camera.left = -500;
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        directionalLight.shadow.camera.right = 500;
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        directionalLight.shadow.camera.top = 500;
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        directionalLight.shadow.camera.bottom = -500;
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        directionalLight.position.set(200 * 2, 500 * 2, 200 * 2);
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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(500, 500);
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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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        // 加载模型 gltf/ glb 
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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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            //绕x轴旋转π/4
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            gltf.scene.rotateY(Math.PI / 4);
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            //创建一段平移的动画
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            const tween = new TWEEN.Tween(gltf.scene.position);
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            tween.to({ x: 100, y: 50, z: 100 }, 5000).onComplete(function (obj) {
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                // 跳转方向,连续动画
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                gltf.scene.rotateY(Math.PI/1.5);
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                const tween3 = new TWEEN.Tween(gltf.scene.position);
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                tween3.to({ x: 100, y: 50, z: 0 }, 5000).start()
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            });
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            //创建一段缩放的动画
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            const tween2 = new TWEEN.Tween(gltf.scene.scale);
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            tween2.to({ x: 0.01, y: 0.01, z: 0.01 }, 10000);
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            tween.start();
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            tween2.start();
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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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        renderer.setSize(box.clientWidth, box.clientHeight)
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        box.appendChild(renderer.domElement)
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        new OrbitControls(camera, renderer.domElement)
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        animate()
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        function animate() {
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            TWEEN.update();
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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> |