画了三个棱柱,放到了一个场景里。
实际上就是每一个先声明一个Object3D对象,每一个物体加上材质放到网格里,再将网格加到Object3D里。
理论依据来自于three.js里的定义
THREE.Mesh = function ( geometry, material ) {
THREE.Object3D.call( this );
this.geometry = geometry;
this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
if ( this.geometry !== undefined ) {
if ( this.geometry.boundingSphere === null ) {
this.geometry.computeBoundingSphere();
}
this.updateMorphTargets();
}
};
在这里可以看到Object3D是Mesh的基类,于是乎就有了把mesh加到object3d里组成一个物体的想法。
<html>
<head>
<meta charset="UTF-8">
<title></title>
<!--引入Three.js-->
<script src="../build/three.min.js"></script>
<script src="../build/three.js"></script>
<script type="text/javascript">
//开启Three.js渲染器
var renderer; //声明全局变量(对象)
function initThree() {
width = document.getElementById('canvas3d').clientWidth; //获取画布「canvas3d」的宽
height = document.getElementById('canvas3d').clientHeight; //获取画布「canvas3d」的高
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); //指定渲染器的高宽(和画布框大小一致)
document.getElementById('canvas3d').appendChild(renderer.domElement); //追加 【canvas】 元素到 【canvas3d】 元素中。
renderer.setClearColorHex(0xFFFFFF, 1.0); //设置canvas背景色(clearColor)
}
//设置相机
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, width / height, 1, 5000); //设置透视投影的相机,默认情况下相机的上方向为Y轴,右方向为X轴,沿着Z轴朝里(视野角:fov 纵横比:aspect 相机离视体积最近的距离:near 相机离视体积最远的距离:far)
camera.position.x = 0; //设置相机的位置坐标
camera.position.y = 50; //设置相机的位置坐标
camera.position.z = 100; //设置相机的位置坐标
camera.up.x = 0; //设置相机的上为「x」轴方向
camera.up.y = 1; //设置相机的上为「y」轴方向
camera.up.z = 0; //设置相机的上为「z」轴方向
camera.lookAt({ x: 0, y: 0, z: 0 }); //设置视野的中心坐标
}
//设置场景
var scene;
function initScene() {
scene = new THREE.Scene();
}
//设置光源
var light;
function initLight() {
light = new THREE.DirectionalLight(0xffffff, 1.0, 0); //设置平行光源
light.position.set(200, 200, 200); //设置光源向量
scene.add(light); // 追加光源到场景
}
//设置物体
var obj;
function initObject() {
obj = new THREE.Object3D();
scene.add(new THREE.AxisHelper(100));
geometry1 = new THREE.CylinderGeometry(25, 25, 30, 20, true);
material1 = new THREE.MeshLambertMaterial({ color: 0xff0000});
sphere1 = new THREE.Mesh(geometry1, material1);
obj.add(sphere1);
geometry2 = new THREE.CylinderGeometry(30, 30, 30, 20, 4);
material2 = new THREE.MeshLambertMaterial({ color: 0xff0000, wireframe: true });
sphere2 = new THREE.Mesh(geometry2, material2);
obj.add(sphere2);
geometry3 = new THREE.CylinderGeometry(32, 32, 2, 50, 4,5);
material3 = new THREE.MeshBasicMaterial({ color: 0x0000ff, wireframe: true });
sphere3 = new THREE.Mesh(geometry3, material3);
obj.add(sphere3);
scene.add(obj);
sphere3.position.set(0, 10, 0);
obj.position.set(0, 0, 0);
}
//执行
function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
renderer.clear();
renderer.render(scene, camera);
}
</script>
<style type="text/css">
div#canvas3d{
border: none;
cursor: move;
width: 1400px;
height: 600px;
background-color: #EEEEEE;
}
</style>
</head>
<body οnlοad='threeStart();'>
<!--盛放canvas的容器-->
<div id="canvas3d"></div>
</body>
</html>