Three.js实现围绕物体旋转的完整示例

作者:键盘侠

时间:2026-10-21

浏览:503

本文介绍如何使用Three.js实现3D场景中物体围绕特定点旋转的效果。通过完整的HTML与JavaScript代码示例,展示场景初始化、渲染循环及交互控制的关键步骤,帮助开发者快速掌握3D旋转动画的实现方法。

文章目录

Three.js物体旋转实现示例

以下是实现该效果的具体代码示例:

用户可通过鼠标拖动右上角区域来观察旋转效果的变化。


<!DOCTYPE html>
<html lang="en" style="width: 100%; height:100%;">
<head>
 <meta charset="UTF-8">
 <title>Document</title>
 <script src="http://cdn.bootcss.com/three.js/r83/three.min.js"></script>
 <script src="http://cooklife.cn/html/node_modules/dat.gui/build/dat.gui.min.js"></script>
</head>
<body onload="threeExcute()" style="width: 100%; height:100%;">
 <div id="box"></div>
</body>
 <!-- Three.js的核心五步就是:
 1.设置three.js渲染器
 2.设置摄像机camera
 3.设置场景scene
 4.设置光源light
 5.设置物体object 
 -->
 <script>
 // 1.设置three.js渲染器
 var renderer;
 function initThree(){
 width = document.getElementById("box").clientWidth;
 height = document.getElementById("box").clientHeight;
 renderer = new THREE.WebGLRenderer({
 antialias:true
 });/*生成渲染器对象(属性:抗锯齿效果为设置有效)*/
 renderer.setSize(width,height);
 document.getElementById("box").appendChild(renderer.domElement);
 /*设置canvas背景色(clearColor)和背景色透明度(clearAlpha) */
 renderer.setClearColor(0xFFFF00,1.0);
 }

 // 2.设置摄像机camera
 var camera;
 function initCamera(){
 camera = new THREE.PerspectiveCamera(45,width/height,1,10000);
 camera.position.x = 1000;
 camera.position.y = 1000;
 camera.position.z = 1000;
 camera.up.x = 0;
 camera.up.y = 0;
 camera.up.z = 100;
 camera.lookAt({x:0,y:0,z:0}); //设置视野的中心坐标 
 }

 // 3.设置场景
 var scene;
 function initScene(){
 scene = new THREE.Scene();
 }

 // 4.设置光源light
 var light;
 function initLight(){
 light = new THREE.DirectionalLight(0xFF00FF, 1.0, 0); //平行光
 light.position.set(100,100, 200); //设置光源位置
 scene.add(light); //将官员添加到场景
 }

 //5.设置物体 
 var sphereMesh;
 var cubeMesh;
 var cubeMesh2;
 var cubeMesh3;
 var cubeMesh4;
 var cubeMesh5;
 var cubeMesh6;
 function initObject(){
 cubeMesh = new THREE.Mesh(new THREE.BoxGeometry(80,80,80),new THREE.MeshLambertMaterial({color:0xff0000})/*
 设置球体的材质*/);
 cubeMesh2 = new THREE.Mesh(new THREE.BoxGeometry(80,80,80),new THREE.MeshLambertMaterial({color:0xff0000})/*
 设置球体的材质*/);
 cubeMesh3 = new THREE.Mesh(new THREE.BoxGeometry(80,80,80),new THREE.MeshLambertMaterial({color:0xff0000})/*
 设置球体的材质*/);
 sphereMesh = new THREE.Mesh(new THREE.SphereGeometry(200,200,200),new THREE.MeshLambertMaterial({color:0xff00FF})/*设置球体的材质*/); //材质设定 
 sphereMesh.position.set(0,0,0); /*设置物体位置*/ 
 cubeMesh2.position.set(400,0,0); 
 cubeMesh.position.set(390,150,0); 
 cubeMesh3.position.set(380,100,0); 
 /*
 * 旋转要点。。。
 */
 var pivotPoint = new THREE.Object3D();
 pivotPoint.add(cubeMesh);
 pivotPoint.add(cubeMesh2);
 pivotPoint.add(cubeMesh3);
 sphereMesh.add(pivotPoint);
 scene.add(sphereMesh); 
 sphereMesh.name = 'cube' 
 } 

 control = new function () {
  this.rotationSpeedX = 0.001;
  this.rotationSpeedY = 0.001;
  this.rotationSpeedZ = 0.001;
 };

 function addController(){
 var gui = new dat.GUI();
 gui.add(control, 'rotationSpeedX', -0.2, 0.2);
  gui.add(control, 'rotationSpeedY', -0.2, 0.2);
  gui.add(control, 'rotationSpeedZ', -0.2, 0.2);
 }

 function render(){
 renderer.render(scene, camera);
  scene.getObjectByName('cube').rotation.x += control.rotationSpeedX;
  scene.getObjectByName('cube').rotation.y += control.rotationSpeedY;
  scene.getObjectByName('cube').rotation.z += control.rotationSpeedZ;

  requestAnimationFrame(render);
 } 
 function threeExcute(){ 
  initThree(); 
  initCamera(); 
  initScene(); 
  initLight(); 
  initObject(); 
  renderer.clear();
  addController(); 
  render(); 
 } 
 </script>
 <style type="text/css">
 div#box{
  border: none;
  cursor: move;
  width: 100%;
  height: 100%;
  background-color: #EEEEEE;
  }
 </style>
</html>

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