three实现三维山地沙盘群山丘陵山峰山峦效果代码

代码语言:html

所属分类:三维

代码描述:three实现三维山地沙盘群山丘陵山峰山峦效果代码

代码标签: three 三维 山地 沙盘 群山 丘陵 山峰 山峦

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">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">

		<style>
			body {
				background-color: #bfd1e5;
				color: #61443e;
			}
			a {
				color: #a06851;
			}
		</style>
	</head>
	<body>

		<div id="container"></div>
	
		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.3.6.js"></script>


		<script type="importmap">
			{
				"imports": {
					"three": "//repo.bfw.wiki/bfwtool/build/three.module.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from '//repo.bfw.wiki/bfwtool/examples/jsm/libs/stats.module.js';
		

			import { OrbitControls } from '//repo.bfw.wiki/bfwtool/examples/jsm/controls/OrbitControls.js';
			import { ImprovedNoise } from '//repo.bfw.wiki/bfwtool/examples/jsm/math/ImprovedNoise.js';

			let container, stats;

			let camera, controls, scene, renderer;

			let mesh, texture;

			const worldWidth = 256, worldDepth = 256,
				worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;

			let helper;

			const raycaster = new THREE.Raycaster();
			const pointer = new THREE.Vector2();

			init();
			animate();

			function init() {

				container = document.getElementById( 'container' );
				container.innerHTML = '';

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xbfd1e5 );

				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 );

				controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 1000;
				controls.maxDistance = 10000;
				controls.maxPolarAngle = Math.PI / 2;

				//

				const data = generateHeight( worldWidth, worldDepth );

				controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
				camera.position.y = controls.target.y + 2000;
				camera.position.x = 2000;
				controls.update();

				const geometry = new THREE.PlaneGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
				geometry.rotateX( - Math.PI / 2 );

				const vertices = geometry.attributes.position.array;

				for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {

					vertices[ j + 1 ] = data[ i ] * 10;

				}

				//

				texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
				texture.wrapS = THREE.ClampToEdgeWrapping;
				texture.wrapT = THREE.ClampToEdgeWrapping;

				mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
				scene.add( mesh );

				const geometryHelper = new THREE.ConeGeometry( 20, 100, 3 );
				geometryHelper.translate( 0, 50, 0 );
				geometryHelper.rotateX( Math.PI / 2 );
				helper = new THREE.Mesh( geometryHelper, new THREE.MeshNormalMaterial() );
				scene.add( helper );

				container.addEventListener( 'pointermove.........完整代码请登录后点击上方下载按钮下载查看

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