three.js+vue3点光源不生效的另外一个可能
2023-12-28 11:30:06
问题
在尝试3D项目的时候,明明按照教程一步步来的,可是点光源就是不生效,模型就是黑色。
搜索一番都是说改模型材质。MeshLambertMaterial 早就改成这个材质了,还是不行。
还有说是光源位置问题,也尝试过移动位置,但是不起作用。
解决:
后来发现,我安装的three.js版本:^0.160.0,目前的最新版,于是尝试降级,我选择了
^0.150.1 版本,模型瞬间就有光了!
demo:
最后附上demo源码:
<template>
<div class="contain" ref="containerRef"></div>
</template>
<script setup lang='ts'>
import * as THREE from 'three'
import { ref, reactive, onMounted } from 'vue'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const containerRef = ref<HTMLDivElement>()
// 创建场景
const scene = new THREE.Scene()
// 创建照相机
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
// 设置摄像机位置
camera.position.set(-30, 40, 30)
// 设置摄像机朝向(看哪)
camera.lookAt(scene.position)
// webgl渲染器
const renderer = new THREE.WebGLRenderer()
renderer.setClearColor(new THREE.Color(0xeeeeee))
renderer.setSize(window.innerWidth, window.innerHeight)
// 可以渲染阴影
renderer.shadowMap.enabled = true
// 光源
function point() {
let point = new THREE.SpotLight(0xffffff) //设置灯光的颜色
point.position.set(80, 100, 80) //点光源位置
point.angle = Math.PI / 10 //设置投影的程度
point.shadow.mapSize.set(1024, 1024)
scene.add(point)
point.castShadow = true //灯光投影
}
// 地面
function plane() {
// 添加地面
const planeGeometry = new THREE.PlaneGeometry(60, 20)
// 添加材质
const meshBasicMaterial = new THREE.MeshLambertMaterial({ color: 0x999999 })
const plane = new THREE.Mesh(planeGeometry, meshBasicMaterial)
// 接受阴影
plane.receiveShadow = true
// 调整位置
plane.rotation.x = -0.5 * Math.PI //放平
plane.position.x = 15
plane.position.y = 0
plane.position.z = 0
scene.add(plane)
}
// 立方体
function cube() {
// 添加几何体
const cubeGeometry = new THREE.BoxGeometry(4, 4, 4)
const cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 })
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
cube.position.set(2, 2, 2)
scene.add(cube)
cube.castShadow = true
}
// 球
function sphere() {
// 球体
const sphereGeometry = new THREE.SphereGeometry(4)
const sphereMaterial = new THREE.MeshLambertMaterial({ color: 0x7777ff, wireframe: true })
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)
sphere.castShadow = true
sphere.position.x = 20
sphere.position.y = 4
sphere.position.z = 0
scene.add(sphere)
}
// 球
function sphere2() {
// 球体
const sphereGeometry = new THREE.SphereGeometry(2)
const sphereMaterial = new THREE.MeshLambertMaterial({ color: 0x7777ff })
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)
//sphere.translateX(10)
/* sphere.position.x = 10
sphere.position.y = 2
sphere.position.z = 0 */
sphere.position.set(10, 2, 2)
sphere.castShadow = true
scene.add(sphere)
}
// 灯泡
function lookAtGeom() {
// 添加圆球
const lookAtGeom = new THREE.SphereGeometry(0.5)
const lookAtMesh = new THREE.Mesh(
lookAtGeom,
new THREE.MeshBasicMaterial({
color: 'red'
})
)
lookAtMesh.position.set(10, 10, -10)
scene.add(lookAtMesh)
// 添加点光源
const pointLight = new THREE.PointLight('red')
pointLight.distance = 100
pointLight.position.copy(lookAtMesh.position)
scene.add(pointLight)
}
plane()
cube()
sphere()
point()
sphere2()
lookAtGeom()
// 环境光
const light = new THREE.AmbientLight(0xffffff, 0.1)
light.position.set(0, 0, 0)
scene.add(light)
// 添加坐标系
const axes = new THREE.AxesHelper(20)
scene.add(axes)
let animloop = () => {
render()
const controls = new OrbitControls(camera, renderer.domElement) //创建控件对象
controls.addEventListener('change', render) //监听鼠标、键盘事件
}
let render = () => {
renderer.render(scene, camera) //执行渲染操作
}
animloop()
onMounted(() => {
containerRef.value?.appendChild(renderer.domElement)
renderer.render(scene, camera)
})
</script>
文章来源:https://blog.csdn.net/anwebDesigner/article/details/135261687
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本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。 如若内容造成侵权/违法违规/事实不符,请联系我的编程经验分享网邮箱:veading@qq.com进行投诉反馈,一经查实,立即删除!