初学three,发现创建线的代码有一些区别,以下两种方式可以发现,最后实际上都是以line来构建渲染对象最终,添加到scene中
还有一种方式是直接根据mesh来创建,目前还无法掌握,暂不列
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<script src="../js/three.min.js"></script>
<script src="../js/OrbitControls.js"></script> <!--引入控制js,可以旋转视角-->
<link rel="stylesheet" href="../css/common.css">
</head>
<body>
<div class="ys-absolute-container" id="box" style="overflow: hidden"></div>
<script src="../js/init_bak.js"></script>
<script>
let ele=document.getElementById('box')
let app=new viewer(ele,{})
let scene=app.scene
let camera=app.camera
let renderer=app.renderer
//create a blue LineBasicMaterial
var material = new THREE.LineBasicMaterial( { color: 0x0000ff } ); // 定义线条的材料,接收字典类型的参数
//基本方式
var geometry = new THREE.Geometry(); // 声明一个几何体geometry
geometry.vertices.push(new THREE.Vector3( -10, 0, 0) );
geometry.vertices.push(new THREE.Vector3( 0, 10, 0) );
var points=[new THREE.Vector3(-20,0,0),new THREE.Vector3(0,20,0)]
//buffergeometry方式传入坐标,此种方式还可以传入顶点属性,颜色等信息,后续遇到再学习
//这种方式更加高效
let geo = new THREE.BufferGeometry().setFromPoints( points );
var line = new THREE.Line( geometry, material );
scene.add(line);
var line2 = new THREE.Line( geo, material ); // 根据材料创建线条
scene.add(line2);
var axes = new THREE.AxesHelper(10); //红x 绿y 蓝z
scene.add(axes);
renderer.render( scene, camera );
</script>
</body>
</html>