🥰Bài viết mẫu thự hành tọa độ, quay (ok)

Example 1: Plan, axes

assets https://javascriptuse.gitbook.io/advanced/source-code-example#:~:text=assets%20https%3A//drive.google.com/file/d/1ngxmJrdJIzwY22NrXy6RV5lX0gdVZA5p/view%3Fusp%3Ddrive_link C:\xampp82\htdocs\three\test1.html

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <script type="text/javascript" src="./libs/three.js"></script>
  <script type="text/javascript" src="./libs/dat.gui.js"></script>
  <title>Threejs</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <div id="WebGL-output"></div>
  <script type="module">
    function init() {
      // create a scene, that will hold all our elements such as objects, cameras and lights.
      var scene = new THREE.Scene();
      // create a camera, which defines where we're looking at.
      var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
      // create a render and set the size
      var renderer = new THREE.WebGLRenderer();
      renderer.setClearColor(new THREE.Color(0xEEEEEE));
      renderer.setSize(window.innerWidth, window.innerHeight);
      // show axes in the screen
      var axes = new THREE.AxisHelper(50);
      scene.add(axes);
      // create the ground plane
      var planeGeometry = new THREE.PlaneGeometry(60, 20);
      var planeMaterial = new THREE.MeshBasicMaterial({ color: 0xcccccc });
      var plane = new THREE.Mesh(planeGeometry, planeMaterial);
      // rotate and position the plane
      plane.rotation.x = - Math.PI / 2;
      plane.position.x = 30;
      plane.position.y = 0;
      plane.position.z = 0;
      // add the plane to the scene
      scene.add(plane);
      camera.position.x = - 30;
      camera.position.y = 40;
      camera.position.z = 30;
      camera.lookAt(scene.position);
      document.getElementById("WebGL-output").appendChild(renderer.domElement);
      var gui = new dat.GUI();
      var controls = new function () {
        this.rotationPlan = 0;
        this.positionX = 30;
        this.positionY = 0;
        this.positionZ = 0;
      };
      gui.add(controls, 'rotationPlan', -6, 6);
      gui.add(controls, 'positionX', -30, 30);
      gui.add(controls, 'positionY', -40, 40);
      gui.add(controls, 'positionZ', -30, 30);
      render();
      function render() {
        plane.rotation.x = controls.rotationPlan;
        plane.position.x = controls.positionX;
        plane.position.y = controls.positionY;
        plane.position.z = controls.positionZ;
        requestAnimationFrame(render);
        renderer.render(scene, camera);
      }
      render();
    }
    init();
  </script>
</body>
</html>

Example 2: Plan, axes, Light

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <script type="text/javascript" src="./libs/three.js"></script>
  <script type="text/javascript" src="./libs/dat.gui.js"></script>
  <title>Threejs</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <div id="WebGL-output"></div>
  <script type="module">
    function init() {
      // create a scene, that will hold all our elements such as objects, cameras and lights.
      var scene = new THREE.Scene();
      // create a camera, which defines where we're looking at.
      var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
      // create a render and set the size
      var renderer = new THREE.WebGLRenderer();
      renderer.setClearColor(new THREE.Color(0xEEEEEE));
      renderer.setSize(window.innerWidth, window.innerHeight);
      // show axes in the screen
      var axes = new THREE.AxisHelper(50);
      scene.add(axes);
      {
        const color = 0xFFFFFF;
        const intensity = 3;
        const light = new THREE.DirectionalLight(color, intensity);
        light.position.set(- 1, 2, 4);
        scene.add(light);
      }
      // create the ground plane
      var planeGeometry = new THREE.PlaneGeometry(60, 20);
      var planeMaterial = new THREE.MeshBasicMaterial({ color: 0xcccccc });
      var plane = new THREE.Mesh(planeGeometry, planeMaterial);
      // rotate and position the plane
      plane.rotation.x = - Math.PI / 2;
      plane.position.x = 30;
      plane.position.y = 0;
      plane.position.z = 0;
      // create a cube
      var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
      var cubeMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000 });
      var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
      cube.castShadow = true;
      // position the cube
      cube.position.x = -4;
      cube.position.y = 3;
      cube.position.z = 0;
      // add the cube to the scene
      scene.add(cube);
      // add the plane to the scene
      scene.add(plane);
      camera.position.x = - 30;
      camera.position.y = 40;
      camera.position.z = 30;
      camera.lookAt(scene.position);
      document.getElementById("WebGL-output").appendChild(renderer.domElement);
      var gui = new dat.GUI();
      var controls = new function () {
        this.rotationPlan = 0;
        this.positionX = 30;
        this.positionY = 0;
        this.positionZ = 0;
      };
      gui.add(controls, 'rotationPlan', -6, 6);
      gui.add(controls, 'positionX', -30, 30);
      gui.add(controls, 'positionY', -40, 40);
      gui.add(controls, 'positionZ', -30, 30);
      render();
      function render() {
        plane.rotation.x = controls.rotationPlan;
        plane.position.x = controls.positionX;
        plane.position.y = controls.positionY;
        plane.position.z = controls.positionZ;
        requestAnimationFrame(render);
        renderer.render(scene, camera);
      }
      render();
    }
    init();
  </script>
</body>
</html>

Example 3: Shador

C:\xampp82\htdocs\three\test1.html

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <script type="text/javascript" src="./libs/three.js"></script>
  <script type="text/javascript" src="./libs/dat.gui.js"></script>
  <title>Threejs</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <div id="WebGL-output"></div>
  <script type="module">
    function init() {
      // create a scene, that will hold all our elements such as objects, cameras and lights.
      var scene = new THREE.Scene();
      // create a camera, which defines where we're looking at.
      var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
      // create a render and set the size
      var renderer = new THREE.WebGLRenderer();
      renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.shadowMapEnabled = true;
      // create the ground plane
      var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1);
      var planeMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
      var plane = new THREE.Mesh(planeGeometry, planeMaterial);
      plane.receiveShadow = true;
      // rotate and position the plane
      plane.rotation.x = -0.5 * Math.PI;
      plane.position.x = 15;
      plane.position.y = 0;
      plane.position.z = 0;
      // add the plane to the scene
      scene.add(plane);
      // create a cube
      var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
      var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 });
      var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
      cube.castShadow = true;
      // position the cube
      cube.position.x = -4;
      cube.position.y = 3;
      cube.position.z = 0;
      // add the cube to the scene
      scene.add(cube);
      var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
      var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0x7777ff });
      var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
      // position the sphere
      sphere.position.x = 20;
      sphere.position.y = 0;
      sphere.position.z = 2;
      sphere.castShadow = true;
      // add the sphere to the scene
      scene.add(sphere);
      camera.position.x = - 30;
      camera.position.y = 40;
      camera.position.z = 30;
      camera.lookAt(scene.position);
      // add subtle ambient lighting
      var ambientLight = new THREE.AmbientLight(0x0c0c0c);
      scene.add(ambientLight);
      // add spotlight for the shadows
      var spotLight = new THREE.SpotLight(0xffffff);
      spotLight.position.set(-40, 60, -10);
      spotLight.castShadow = true;
      scene.add(spotLight);
      document.getElementById("WebGL-output").appendChild(renderer.domElement);
      var gui = new dat.GUI();
      var controls = new function () {
        this.planRotation = 0;
        this.planX = 30;
        this.planY = 0;
        this.planZ = 0;
        this.cubeX = -4;
        this.cubeY = 3;
        this.cubeZ = 0;
        this.sphereX = 20;
        this.sphereY = 0;
        this.sphereZ = 2;
        this.spotLightX = -40;
        this.spotLightY = 60;
        this.spotLightZ = 10;
      };
      gui.add(controls, 'planRotation', -7, 7);
      gui.add(controls, 'planX', -30, 30);
      gui.add(controls, 'planY', -40, 40);
      gui.add(controls, 'planZ', -30, 30);
      gui.add(controls, 'cubeX', -30, 30);
      gui.add(controls, 'cubeY', -40, 40);
      gui.add(controls, 'cubeZ', -30, 30);
      gui.add(controls, 'sphereX', -20, 20);
      gui.add(controls, 'sphereY', -20, 20);
      gui.add(controls, 'sphereZ', -20, 20);
      gui.add(controls, 'spotLightX', -40, 40);
      gui.add(controls, 'spotLightY', -60, 60);
      gui.add(controls, 'spotLightZ', -10, 10);
      render();
      function render() {
        plane.rotation.x = controls.planRotation;
        plane.position.x = controls.planX;
        plane.position.y = controls.planY;
        plane.position.z = controls.planZ;
        cube.position.x = controls.cubeX;
        cube.position.y = controls.cubeY;
        cube.position.z = controls.cubeZ;
        sphere.position.x = controls.sphereX;
        sphere.position.y = controls.sphereY;
        sphere.position.z = controls.sphereZ;
        spotLight.position.x = controls.spotLightX;
        spotLight.position.y = controls.spotLightY;
        spotLight.position.z = controls.spotLightZ;
        requestAnimationFrame(render);
        renderer.render(scene, camera);
      }
      render();
    }
    init();
  </script>
</body>
</html>

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