"use strict"; // 參考 https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Strict_mode //////////////////////////////////////////////////////////////////////////////// // 花朵作業:創造一朵花 //////////////////////////////////////////////////////////////////////////////// var camera, scene, renderer; var cameraControls, effectController; var clock = new THREE.Clock(); var gridX = true; var gridY = false; var gridZ = false; var axes = true; var ground = true; function fillScene() { scene = new THREE.Scene(); scene.fog = new THREE.Fog( 0x808080, 2000, 4000 ); // 光源 var ambientLight = new THREE.AmbientLight( 0x222222 ); var light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 ); light.position.set( 200, 400, 500 ); var light2 = new THREE.DirectionalLight( 0xFFFFFF, 1.0 ); light2.position.set( -500, 250, -200 ); scene.add(ambientLight); scene.add(light); scene.add(light2); // 花 var petalMaterial = new THREE.MeshLambertMaterial( { color: 0xCC5920 } ); var flowerHeight = 200; var petalLength = 120; var cylGeom = new THREE.CylinderGeometry( 15, 0, petalLength, 32 ); var flower = new THREE.Object3D(); // 你的程式寫在這裡 // 加入程式創造 24 瓣花瓣,圍繞著球體 // 只需要旋轉與位移 cylinder 與 petals 物件 var cylinder = new THREE.Mesh( cylGeom, petalMaterial ); var petal = new THREE.Object3D(); petal.add( cylinder ); flower.add( petal ); // 剩下的花朵 var stamenMaterial = new THREE.MeshLambertMaterial( { color: 0x333310 } ); var stamen = new THREE.Mesh( new THREE.SphereGeometry( 20, 32, 16 ), stamenMaterial ); stamen.position.y = flowerHeight; // 移動到花的中心 flower.add( stamen ); var stemMaterial = new THREE.MeshLambertMaterial( { color: 0x339424 } ); var stem = new THREE.Mesh( new THREE.CylinderGeometry( 10, 10, flowerHeight, 32 ), stemMaterial ); stem.position.y = flowerHeight/2; // 從地面移動到花蕊 flower.add( stem ); scene.add( flower ); } function init() { var canvasWidth = window.innerWidth; var canvasHeight = window.innerHeight; var canvasRatio = canvasWidth / canvasHeight; // RENDERER renderer = new THREE.WebGLRenderer( { antialias: false } ); renderer.gammaInput = true; renderer.gammaOutput = true; renderer.setSize(canvasWidth, canvasHeight); renderer.setClearColorHex( 0xAAAAAA, 1.0 ); // 攝影機 camera = new THREE.PerspectiveCamera( 38, canvasRatio, 1, 10000 ); // 控制 cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement); camera.position.set(-200, 400, 20); cameraControls.target.set(0,150,0); fillScene(); } function addToDOM() { var container = document.getElementById('container'); var canvas = container.getElementsByTagName('canvas'); if (canvas.length>0) { container.removeChild(canvas[0]); } container.appendChild( renderer.domElement ); } function drawHelpers() { if (ground) { Coordinates.drawGround({size:10000}); } if (gridX) { Coordinates.drawGrid({size:10000,scale:0.01}); } if (gridY) { Coordinates.drawGrid({size:10000,scale:0.01, orientation:"y"}); } if (gridZ) { Coordinates.drawGrid({size:10000,scale:0.01, orientation:"z"}); } if (axes) { Coordinates.drawAllAxes({axisLength:200,axisRadius:1,axisTess:50}); } } function animate() { window.requestAnimationFrame(animate); render(); } function render() { var delta = clock.getDelta(); cameraControls.update(delta); if ( effectController.newGridX !== gridX || effectController.newGridY !== gridY || effectController.newGridZ !== gridZ || effectController.newGround !== ground || effectController.newAxes !== axes) { gridX = effectController.newGridX; gridY = effectController.newGridY; gridZ = effectController.newGridZ; ground = effectController.newGround; axes = effectController.newAxes; fillScene(); drawHelpers(); } renderer.render(scene, camera); } function setupGui() { effectController = { newGridX: gridX, newGridY: gridY, newGridZ: gridZ, newGround: ground, newAxes: axes }; var gui = new dat.GUI(); var h = gui.addFolder("格線顯示"); h.add( effectController, "newGridX").name("顯示 XZ 格線"); h.add( effectController, "newGridY").name("顯示 YZ 格線"); h.add( effectController, "newGridZ").name("顯示 XY 格線"); h.add( effectController, "newGround").name("顯示地面"); h.add( effectController, "newAxes").name("顯示軸線"); } // 這裡是主要步驟 document.addEventListener("DOMContentLoaded", function () { try { init(); fillScene(); drawHelpers(); addToDOM(); setupGui(); animate(); } catch(e) { var errorReport = "你的程式遇到不可復原的錯誤,無法繪製 Canvas。錯誤是:<br/><br/>"; $('#container').append(errorReport+e); } })