<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Spot Light</title>
<script src="../../three-part/threejs/three.js"></script>
<script src="../../three-part/utils/stats.min.js"></script>
<script src="../../three-part/utils/dat.gui.min.js"></script>
<script src="../controls/TrackballControls.js"></script>
<script src="../util/util.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="container"></div>
<script type="text/javascript">
init();
function init() {
// show FPS
let stats = initStats();
// resize
window.addEventListener('resize', onResize, false);
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0x000000));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.getElementById("container").appendChild(renderer.domElement);
// init trackball control
let trackballControls = initTrackballControls(camera, renderer);
let clock = new THREE.Clock();
// add a plane
let planeGeometry = new THREE.PlaneGeometry(60, 60, 1, 1);
let planeMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff
});
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5 * Math.PI;
scene.add(plane);
// add a sphere
let sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
let sphereMatrial = new THREE.MeshLambertMaterial({
color : 0x7777ff
});
let sphere = new THREE.Mesh(sphereGeometry, sphereMatrial);
sphere.position.set(0, 4, 2);
sphere.castShadow = true;
scene.add(sphere);
/**
* SpotLight( color : Integer, intensity : Float, distance : Float, angle : Radians, penumbra : Float, decay : Float )
* color - (optional) hexadecimal color of the light. Default is 0xffffff (white).
* intensity - (optional) numeric value of the light's strength/intensity. Default is 1.
* distance - Maximum range of the light. Default is 0 (no limit).
* angle - Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.
* penumbra - Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.
* decay - The amount the light dims along the distance of the light.
* @type {SpotLight}
*/
let spotLight = new THREE.SpotLight("#ffffff");
spotLight.position.set(0, 30, 2);
spotLight.castShadow = true;
spotLight.shadow.camera.near = 1;
spotLight.shadow.camera.far = 100;
spotLight.target = plane;
spotLight.distance = 100;
spotLight.angle = 0.4;
spotLight.shadow.camera.fov = 120;
scene.add(spotLight);
// add spot light helper
let spotLightHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotLightHelper);
// attributes which can be modified in GUI
const controls = {
"pointColor" : spotLight.color.getStyle(),
"intensity" : spotLight.intensity,
"distance" : spotLight.distance,
"angle" : spotLight.angle,
"castShadow" : true,
"penumbra" : spotLight.penumbra
};
// init GUI
initGUI();
renderScene();
function initGUI(){
let gui = new dat.GUI();
gui.addColor(controls, 'pointColor').onChange(function (e) {
spotLight.color = new THREE.Color(e);
});
gui.add(controls, 'angle', 0, Math.PI * 2, 0.05).onChange(function (e) {
spotLight.angle = e;
spotLightHelper.update();
});
gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
spotLight.intensity = e;
});
gui.add(controls, 'penumbra', 0, 1, 0.1).onChange(function (e) {
spotLight.penumbra = e;
});
gui.add(controls, 'distance', 0, 200).onChange(function (e) {
spotLight.distance = e;
spotLightHelper.update();
});
gui.add(controls, 'castShadow').onChange(function (e) {
spotLight.castShadow = e;
});
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function renderScene(){
trackballControls.update(clock.getDelta());
stats.update();
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
}
</script>
</body>
</html>
運(yùn)行結(jié)果: