// THREEJS RELATED VARIABLES
var scene, camera, renderer, container, controls, raycaster, sphere_radius, HEIGHT, WIDTH;
//INIT THREE JS, SCREEN AND MOUSE EVENTS
function createScene() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
scene = new THREE.Scene();
aspectRatio = WIDTH / HEIGHT;
camera = new THREE.PerspectiveCamera(60, WIDTH / HEIGHT, 1, 10000);
camera.position.x = 0;
camera.position.z = 1500;
camera.position.y = 0;
// ORBIT CAMERA
controls = new THREE.OrbitControls( camera );
controls.update();
renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setSize(WIDTH, HEIGHT);
container = document.getElementById('world');
container.appendChild(renderer.domElement);
}
function randomSpherePoint(x0,y0,z0,radius){
var u = Math.random();
var v = Math.random();
var theta = 2 * Math.PI * u;
var phi = Math.acos(2 * v - 1);
var x = x0 + (radius * Math.sin(phi) * Math.cos(theta));
var y = y0 + (radius * Math.sin(phi) * Math.sin(theta));
var z = z0 + (radius * Math.cos(phi));
return [x,y,z];
}
Island = function(){
this.mesh = new THREE.Object3D();
// number of cubes
this.nLands = 30;
this.lands = [];
for(var i = 0; i < this.nLands; i++){
var c = new Land();
this.lands.push(c);
var stepAngle = Math.PI*2 * Math.random();
var a = stepAngle*i;
var h = sphere_radius;
var randPos = randomSpherePoint(0,0,0,sphere_radius);
c.mesh.position.y = randPos[1];
c.mesh.position.x = randPos[0];
c.mesh.position.z = randPos[2];
this.mesh.add(c.mesh);
}
}
Land = function(){
this.mesh = new THREE.Object3D();
this.mesh.name = "land";
var geom = new THREE.CylinderGeometry( 2, 2, 50, 64 );
var mat = new THREE.MeshPhongMaterial({color:0x59332e});
var m = new THREE.Mesh(geom.clone(), mat);
m.position.x = 0;
m.position.y = Math.random()*2;
m.position.z = Math.random()*10;
this.mesh.add(m);
}
Sea = function(){
// radius top, radius bottom, height, number of segments on the radius, number of segments vertically
sphere_radius = 300;
var geom = new THREE.SphereGeometry(sphere_radius,sphere_radius,32,32);
var mat = new THREE.MeshNormalMaterial({
transparent:true,
opacity:.5,
flatShading:true,
});
this.mesh = new THREE.Mesh(geom, mat);
this.mesh.name = "sea";
}
// 3D Models
var sea;
function createSea(){
sea = new Sea();
sea.mesh.position.y = 0;
scene.add(sea.mesh);
}
function createIsland(){
island = new Island();
island.mesh.position.y = 0;
scene.add(island.mesh);
}
function loop(){
renderer.render(scene, camera);
requestAnimationFrame(loop);
}
function init(event){
createScene();
createSea();
createIsland();
loop();
}
window.addEventListener('load', init, false);
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
window.addEventListener('resize', handleWindowResize, false);
html, body {
overflow: hidden;
margin:0;
padding:0;
}
<div id="world"></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/95/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r94/js/controls/OrbitControls.js"></script>
相关的密码笔: https://codepen.io/farisk/pen/zLymrz
在three.js上,我在cylinders
外部的随机位置上添加了一堆sphere
。
我现在遇到的问题是它们都直面对z轴。
我认为我应该做的是使圆柱lookAt
与圆柱相交于球体的角度。但是我不确定如何实现这一目标。任何帮助表示赞赏。
这里有描述情况的图像。