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			103 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			4.1 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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    </style>
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</head>
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<body>
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    <script type="importmap">
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        {
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            "imports": {
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                "three": "./../../three/build/three.module.js",
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                "three/addons/": "./../../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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        const getColor = () => '#' + Math.floor(Math.random() * 0xffffff).toString(16).padStart(6, '0')
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        // 场景
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        const scene = new THREE.Scene();// 创建场景
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        const geometry = new THREE.BoxGeometry(5, 5, 5);
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        for (let i = 0; i < 10; i++) {
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            for (let j = 0; j < 10; j++) {
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                for (let k = 0; k < 10; k++) {
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                    const material = new THREE.MeshBasicMaterial({ color: getColor() }); //材质 
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                    const mesh = new THREE.Mesh(geometry, material);
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                    mesh.position.set(i * 20, k * 20, j * 20);
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                    scene.add(mesh);
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                }
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            }
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        }
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        // AxesHelper
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        const axesHelper = new THREE.AxesHelper(300);
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        scene.add(axesHelper);
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        // 透视投影可以模拟人眼观察世界的视觉效果,人在场景中漫游,或是在高处俯瞰整个园区或工厂
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        // 正投影相机可以做 中国地图的效果,或者一个2D可视化的效果
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        /*
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        1、透视投影相机 PerspectiveCamera(远小近大投影规律)
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            fov (Field of View):垂直视野角度,通常以度为单位。
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            aspect:宽高比,通常是渲染器的宽度除以高度。
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            near:近裁剪面距离,小于这个距离的物体将不可见。
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            far:远裁剪面距离,大于这个距离的物体将不可见。
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        */
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        // const camera = new THREE.PerspectiveCamera();  //相机
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        // const camera = new THREE.PerspectiveCamera(75, document.body.clientWidth / document.body.clientHeight, 0.1, 3000)
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        // camera.position.set(500, 500, 500);
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        // camera.lookAt(0, 0, 0);
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        /*
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       2、正投影相机 OrthographicCamera( left, right, top, bottom, near, far )
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            left	渲染空间的左边界
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            right	渲染空间的右边界
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            top	渲染空间的上边界
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            bottom	渲染空间的下边界
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            near	near属性表示的是从距离相机多远的位置开始渲染,一般情况会设置一个很小的值。 默认值0.1
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            far	far属性表示的是距离相机多远的位置截止渲染,如果设置的值偏小小,会有部分场景看不到。 默认值2000
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        */
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        const width = window.innerWidth; //canvas画布宽度
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        const height = window.innerHeight; //canvas画布高度
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        const k = width / height; //canvas画布宽高比
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        const s = 600;//控制left, right, top, bottom范围大小
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        const camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 8000);
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        camera.position.set(500, 500, 500);//相机放在了y轴上
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        camera.lookAt(0, 0, 0);//指向坐标原点
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        // 渲染器
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        const renderer = new THREE.WebGLRenderer(); // 创建渲染器
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        renderer.setSize(window.innerWidth, window.innerHeight); //渲染区域
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        renderer.render(scene, camera); //执行渲染
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        document.body.appendChild(renderer.domElement);
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        // 设置相机控件轨道控制器OrbitControls
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        const controls = new OrbitControls(camera, renderer.domElement);
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        // 如果OrbitControls改变了相机参数,重新调用渲染器渲染三维场景
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        controls.addEventListener('change', function () {
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            renderer.render(scene, camera); //执行渲染操作
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            console.log(camera.position)
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        });//监听鼠标、键盘事件
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    </script>
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</body>
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</html> |