【three.js练习程序】创建太阳系

DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>ceshititle>
    <script type="text/javascript" src=".\build\three.js">script>
    <script src=".\examples\js\controls\TrackballControls.js">script>
    <script src=".\examples\js\controls\DragControls.js">script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    style>
head>
<body>
    
    <div id="WebGL-output">

    div>

    
    <script type="text/javascript">

        var dis = [0.38, 0.72, 1, 1.52, 5.2, 9.54, 19.218, 30.06];    //太阳距离
        var radius = [2440, 6052, 6378, 3397, 71472, 60268, 25559, 24764];  //行星半径
        var camera, scene, renderer;
        var sphere = new Array(8);
        var startStep = [0,0,0,0,0,0,0,0];
        var step = [87.7, 224.70, 365.25, 686.98, 4332.71, 10759.5, 30685, 60190];  //公转参数
        var stepZi = [58.65,-243.01,1,1.026,0.426,0.41,0.426,0.658];     //自转参数
        var controls;
        var objects = [];

        var fov = 45;
        var near = 0.1;
        var far = 10000000;
        init();
        render();

        function init() {

            scene = new THREE.Scene();      //创建场景

            camera = new THREE.PerspectiveCamera(fov, window.innerWidth / window.innerHeight, near, far);   //创建摄像机
            camera.position.x = 100;
            camera.position.y = 100;
            camera.position.z = 100;
            camera.lookAt(scene.position);

            renderer = new THREE.WebGLRenderer({
                antialias: true,
                alpha: true
            });                    //创建一个WebGL渲染器并设置其大小
            renderer.setClearColor(new THREE.Color("#000000"));
            renderer.shadowMapEnabled = true;
            renderer.setSize(window.innerWidth, window.innerHeight);

            var ambientLight = new THREE.AmbientLight("#ffffff");       //加入场景光
            scene.add(ambientLight);

            var axes = new THREE.AxisHelper(200);               //创建三轴表示
            scene.add(axes);

            controls = new THREE.TrackballControls(camera);     //创建场景旋转缩放事件
            controls.rotateSpeed = 2.5;
            controls.zoomSpeed = 1.2;
            controls.panSpeed = 0.8;
            controls.noZoom = false;
            controls.noPan = false;
            controls.staticMoving = true;
            controls.dynamicDampingFactor = 0.3;


            var pointColor = "#ffffff";
            // 增加方向光光源,模拟太阳
            var spotLight = new THREE.DirectionalLight(pointColor);
            spotLight.position.set(0, 0, 0);
            scene.add(spotLight);

            //增加太阳炫光
            var textureFlare0 = THREE.ImageUtils.loadTexture("./examples/textures/lensflare/lensflare0.png");
            var textureFlare3 = THREE.ImageUtils.loadTexture("./examples/textures/lensflare/lensflare3.png");

            var flareColor = new THREE.Color(0xffffff);
            var lensFlare = new THREE.LensFlare(textureFlare0, 350, 0.0, THREE.AdditiveBlending, flareColor);

            lensFlare.add(textureFlare3, 60, 0.6, THREE.AdditiveBlending);
            lensFlare.add(textureFlare3, 70, 0.7, THREE.AdditiveBlending);
            lensFlare.add(textureFlare3, 120, 0.9, THREE.AdditiveBlending);
            lensFlare.add(textureFlare3, 70, 1.0, THREE.AdditiveBlending);

            lensFlare.position.copy(spotLight.position);
            scene.add(lensFlare);


            //生成八大行星
            for (var i = 0; i < 8; i++) {
                sphere = createMesh(new THREE.SphereGeometry(radius[i] / 100, 100, 100), "./planet/planet2/" + (i + 1) + ".jpg");
                sphere.position.x = dis[i] * 500;
                sphere.position.y = 0;
                sphere.position.z = dis[i] * 500;
                scene.add(sphere);
                objects.push(sphere);
            }

            window.addEventListener('resize', onWindowResize, false);
        }

        function createMesh(geom, imageFile) {
            var texture = THREE.ImageUtils.loadTexture(imageFile);
            var mat = new THREE.MeshPhongMaterial({ map: texture });
            var mesh = new THREE.Mesh(geom, mat);
            return mesh;
        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function render() {
            requestAnimationFrame(render);

            for (var i = 0; i < 8; i++)
            {
                objects[i].position.x = dis[i] * 500 * Math.cos(startStep[i]);
                objects[i].position.z = dis[i] * 500 * Math.sin(startStep[i]);
                startStep[i] -= 3.1415926535897932384626433832795 * 2 / step[i];

                if (startStep[i] <= -6.28)
                {
                    startStep[i] = 0;
                }

                objects[i].rotation.y = objects[i].rotation.y + 1 / (stepZi[i]*3.1415926535897932384626433832795 * 2);

                if(objects[i].rotation.y >=6.28)
                {
                    objects[i].rotation.y = 0;
                }
            }

            controls.update();
            sphere.material.map.needsUpdate = true;
            renderer.render(scene, camera);
        }

        document.getElementById("WebGL-output").appendChild(renderer.domElement);


    script>
body>
html>

没考虑各大行星自转轴指向的问题,都是默认指向y轴方向。

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