<template lang="html">
<div class="charts-sequre">
<div id="container">
</div>
</div>
</template>
<script>
import * as Three from 'three'
export default {
data() {
return {
camera: null,
scene: null,
renderer: null,
mesh: null
}
},
methods: {
// 初始化图形
init() {
let container = document.getElementById('container');
this.camera = new Three.PerspectiveCamera(70, container.clientWidth/container.clientHeight, 0.01, 10)
this.camera.position.z = 1
this.camera.position.y = 0.01
this.scene = new Three.Scene()
// 创建物体
let geometry = new Three.BoxGeometry(0.2, 0.2, 0.2)
// 创建材质
let material = new Three.MeshNormalMaterial()
// 创建光源
let spotLight = new Three.SpotLight(0xff0000)
spotLight.position.set(30, 25, -2)
spotLight.castShadow = true
// 将图形和材质放入网格中,先放入图形,再放入网格
this.mesh = new Three.Mesh(geometry, material)
// 将网格放入场景中
this.scene.add(this.mesh)
this.scene.add(spotLight)
// 创建web渲染器
this.renderer = new Three.WebGLRenderer({antialias: true})
// 设置渲染器的大小
this.renderer.setSize(container.clientWidth, container.clientHeight)
// 将渲染器的dom放入到dom的容器中
container.appendChild(this.renderer.domElement)
},
animate() {
// 使用动画效果,浏览器全新的动画效果
window.requestAnimationFrame(this.animate)
// 设置网格的坐标
this.mesh.rotation.x += 0.01
this.mesh.rotation.y += 0.02
// 将场景和图形动态的渲染到渲染器上去
this.renderer.render(this.scene, this.camera)
}
},
mounted() {
console.log(Three)
this.init()
// 持续的动画
this.animate()
}
}
</script>
<style lang="less" scoped>
#container {
width: 100vw;
height: 100vh;
}
</style>
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<template lang="html">
<div class="charts-ball">
<div id="container">
</div>
</div>
</template>
<script>
import * as Three from 'three'
export default {
data() {
return {
camera: null,
scene: null,
renderer: null,
mesh: null
}
},
mounted() {
this.init()
this.animate()
},
methods: {
init() {
let container = document.getElementById('container');
this.renderer = new Three.WebGLRenderer();
this.camera = new Three.PerspectiveCamera(45, 0.75, 0.1, 10000)
this.scene = new Three.Scene()
this.scene.add(this.camera)
this.camera.position.z = 600
this.camera.position.x = 10
this.camera.position.y = 10
this.renderer.setSize(container.clientWidth, container.clientHeight)
container.appendChild(this.renderer.domElement)
// 设置球的基本属性
let radius = 50, segemnt = 16, rings = 16
let sphereMaterial = new Three.MeshLambertMaterial({ color: 0xCC0000 })
this.mesh = new Three.Mesh(
new Three.SphereGeometry(radius, segemnt, rings),
sphereMaterial
)
this.mesh.geometry.verticesNeedUpdate = true
this.mesh.geometry.normalsNeedUpdate = true
this.scene.add(this.mesh)
var pointLight = new Three.PointLight(0XFFFFFF)
pointLight.position.x = 10
pointLight.position.y = 50
pointLight.position.z = 150
this.scene.add(pointLight)
this.renderer.render(this.scene, this.camera)
},
animate() {
// 使用动画效果,浏览器全新的动画效果
window.requestAnimationFrame(this.animate)
// 设置网格旋转的位移
this.mesh.rotation.x += 0.01
this.mesh.rotation.y += 0.02
this.mesh.rotation.z += 0.02
// 将场景和图形动态的渲染到渲染器上去
this.renderer.render(this.scene, this.camera)
},
skipIndex() {
this.$router.push({
name: 'charts'
})
}
}
}
</script>
<style lang="less" scoped>
#container {
width: 100vw;
height: 100vh;
}
</style>
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<template lang="html">
<div class="charts-cylinder">
<div id="container">
</div>
</div>
</template>
<script>
import * as Three from 'three'
export default {
data() {
return {
camera: null,
scene: null,
renderer: null,
mesh: null,
cylinder: null,
angularSpeed: 0.2,
lastTime: 0
}
},
methods: {
// 初始化图形
init() {
let container = document.getElementById('container');
this.camera = new Three.PerspectiveCamera(90, container.clientWidth/container.clientHeight, 1, 1000)
this.camera.position.z = 700
this.scene = new Three.Scene()
this.cylinder = new Three.Mesh(new Three.CylinderGeometry(0, 100, 400, 50, 50, false), new Three.MeshNormalMaterial())
this.cylinder.overdraw = true
this.scene.add(this.cylinder)
// 创建web渲染器
this.renderer = new Three.WebGLRenderer({antialias: true})
// 设置渲染器的大小
this.renderer.setSize(container.clientWidth, container.clientHeight)
// 将渲染器的dom放入到dom的容器中
container.appendChild(this.renderer.domElement)
},
animate() {
// 使用动画效果,浏览器全新的动画效果
window.requestAnimationFrame(this.animate)
var time = (new Date()).getTime()
var timeDiff = time - this.lastTime
var angleChange = this.angularSpeed * timeDiff * 2 * Math.PI / 1000
this.cylinder.rotation.x += angleChange
this.lastTime = time
// 将场景和图形动态的渲染到渲染器上去
this.renderer.render(this.scene, this.camera)
}
},
mounted() {
console.log(Three)
this.init()
// 持续的动画
this.animate()
}
}
</script>
<style lang="less" scoped>
#container {
width: 100vw;
height: 100vh;
}
</style>
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<template lang="html">
<div class="charts-footer-ball">
<div id="container">
</div>
</div>
</template>
<script>
import * as Three from 'three'
let step = 0
export default {
data() {
return {
renderer: null,
scene: null,
camera: null,
control: null,
camControl: null,
green: require('../../assets/green.jpeg'),
footer: require('../../assets/footer.jpg')
}
},
mounted() {
this.init()
},
methods: {
init() {
let container = document.getElementById('container');
this.scene = new Three.Scene()
this.camera = new Three.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000)
this.camera.position.x = 15
this.camera.position.y = 6
this.camera.position.z = 15
this.camera.lookAt(this.scene.position)
this.renderer = new Three.WebGLRenderer()
this.renderer.setClearColor(0x000000, 1.0)
this.renderer.setSize(window.innerWidth, window.innerHeight)
this.renderer.shadowMapEnabled = true
var spotLight = new Three.SpotLight()
spotLight.position.set(0, 10, 10)
spotLight.castShadow = true
this.scene.add(spotLight)
container.appendChild(this.renderer.domElement)
this.addFloor()
this.addRail()
this.addSphere()
this.render()
},
addFloor() {
var floorGeom = new Three.PlaneGeometry(100,100,20,20)
var floorMater = new Three.MeshPhongMaterial()
floorMater.map = Three.ImageUtils.loadTexture(this.green)
//沿着(S)x,(T)y方向允许纹理重复自己
floorMater.map.wrapS = floorMater.map.wrapT = Three.REpeatWrapping
floorMater.map.repeat.set(10,10)
var floor = new Three.Mesh(floorGeom,floorMater)
floor.receiveShadow = true
floor.rotation.x = - 0.5 * Math.PI
this.scene.add(floor)
},
addRail() {
var cylinderGeometry = new Three.CylinderGeometry(0.1, 0.1,15,50,50)
var cylinderMaterial = new Three.MeshPhongMaterial({color: 0xeeeeee})
var cylinder = new Three.Mesh(cylinderGeometry, cylinderMaterial)
cylinder.position.set(1,5,1)
cylinder.rotation.x = '15'
cylinder.rotation.y = '-57.8'
cylinder.rotation.z = '-14.85'
cylinder.name = 'cylinder'
this.scene.add(cylinder)
},
addSphere() {
var sphereGeometry = new Three.SphereGeometry(0.8, 25, 25)
var sphereMaterial = new Three.MeshBasicMaterial({specular: '#a9fcff',emissive: '#006063',shininess: 10})
var sphere = new Three.Mesh(sphereGeometry, sphereMaterial)
sphere.position.set(7, 0.8, -1)
sphere.castShadow = true
var texture = new Three.ImageUtils.loadTexture(this.footer)
sphereMaterial.map = texture
sphere.name = 'sphere'
this.scene.add(sphere)
},
render() {
var sphere = this.scene.getObjectByName('sphere')
this.renderer.render(this.scene, this.camera)
this.camera.lookAt(sphere.position)
step += 0.02
sphere.position.x = 0 + ( 10 * (Math.cos(step)))
sphere.position.y = 0.75 * Math.PI / 2 + ( 6.5 * Math.abs(Math.sin(step)))
sphere.rotation.z += 0.03
var x = this.camera.position.x
var z = this.camera.position.z
this.camera.position.x = x * Math.cos(0.015) + z * Math.sin(0.015)
this.camera.position.z = z * Math.cos(0.015) - x * Math.sin(0.015)
window.requestAnimationFrame(this.render)
},
onResize() {
this.camera.aspect = window.innerWidth / window.innerHeight
this.camera.updateProjectionMatrix()
this.renderer.setSize(window.innerWidth, window.innerHeight)
}
}
}
</script>
<style lang="less" scoped>
#container {
width: 100vw;
height: 100vh;
}
</style>
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