three三维小飞机森林上空跟随鼠标飞行动画效果代码
代码语言:html
所属分类:三维
代码描述:three三维小飞机森林上空跟随鼠标飞行动画效果代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<style>
* {
margin: 0;
padding: 0;
}
#world {
position: absolute;
width: 100%;
height: 100%;
overflow: hidden;
background: linear-gradient(#e4e0ba, #f7d9aa);
}
</style>
</head>
<body>
<div id="world"></div>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.88.js"></script>
<script>
var Colors = {
red: 0xf25346,
yellow: 0xedeb27,
white: 0xd8d0d1,
brown: 0x59332e,
pink: 0xF5986E,
brownDark: 0x23190f,
blue: 0x68c3c0,
green: 0x458248,
purple: 0x551A8B,
lightgreen: 0x629265 };
var scene, camera, fieldOfView, aspectRatio, nearPlane, farPlane, HEIGHT, WIDTH, renderer, container;
function createScene() {
// Get the width and height of the screen
// and use them to setup the aspect ratio
// of the camera and the size of the renderer.
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
// Create the scene.
scene = new THREE.Scene();
// Add FOV Fog effect to the scene. Same colour as the BG int he stylesheet.
scene.fog = new THREE.Fog(0xf7d9aa, 100, 950);
// Create the camera
aspectRatio = WIDTH / HEIGHT;
fieldOfView = 60;
nearPlane = 1;
farPlane = 10000;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane);
// Position the camera
camera.position.x = 0;
camera.position.y = 150;
camera.position.z = 100;
// Create the renderer
renderer = new THREE.WebGLRenderer({
// Alpha makes the background transparent, antialias is performant heavy
alpha: true,
antialias: true });
//set the size of the renderer to fullscreen
renderer.setSize(WIDTH, HEIGHT);
//enable shadow rendering
renderer.shadowMap.enabled = true;
// Add the Renderer to the DOM, in the world div.
container = document.getElementById('world');
container.appendChild(renderer.domElement);
//RESPONSIVE LISTENER
window.addEventListener('resize', handleWindowResize, false);
}
//RESPONSIVE FUNCTION
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
var hemispshereLight, shadowLight;
function createLights() {
// Gradient coloured light - Sky, Ground, Intensity
hemisphereLight = new THREE.HemisphereLight(0xaaaaaa, 0x000000, .9);
// Parallel rays
shadowLight = new THREE.DirectionalLight(0xffffff, .9);
shadowLight.position.set(0, 350, 350);
shadowLight.castShadow = true;
// define the visible area of the projected shadow
shadowLight.shadow.camera.left = -650;
shadowLight.shadow.camera.right = 650;
shadowLight.shadow.camera.top = 650;
shadowLight.shadow.camera.bottom = -650;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1000;
// Shadow map size
shadowLight.shadow.mapSize.width = 2048;
shadowLight.shadow.mapSize.height = 2048;
// Add the lights to the scene
scene.add(hemisphereLight);
scene.add(shadowLight);
}
Land = function () {
var geom = new THREE.CylinderGeometry(600, 600, 1700, 40, 10);
//rotate on the x axis
geom.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));
//create a material
var mat = new THREE.MeshPhongMaterial({
color: Colors.lightgreen,
shading: THREE.FlatShading });
//create a mesh of the object
this.mesh = new THREE.Mesh(geom, mat);
//receive shadows
this.mesh.receiveShadow = true;
};
Orbit = function () {
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