这个案例是官方案例,个人通过一个一个测试备注,感受模型如何配置参数,来生成理想的形状。three.js内置的这些几何确实够平常使用,还可以通过顶点实现效果。
案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-09/9.html
案例代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Three框架</title>
<script src="build/three.js"></script>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
<script>
//渲染器
var renderer;
function initRender() {
width = window.innerWidth;
height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
//设置canvas尺寸
renderer.setSize(width, height);
//设置背景
renderer.setClearColor(0x000000, 1.0);
//设置设备像素比
renderer.setPixelRatio( window.devicePixelRatio );
//添加到dom
document.body.appendChild(renderer.domElement);
}
//相机
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.y = 400;
}
//场景
var scene;
function initScene() {
scene = new THREE.Scene();
}
//光源
var light;
function initLight() {
//添加环境光
scene.add(new THREE.AmbientLight( 0x404040));
//添加平衡光
light = new THREE.DirectionalLight( 0xffffff );
light.position.set(0,1,0);
scene.add(light);
}
//模型
function initModel() {
//通过加载图片生成一个纹理
var map = new THREE.TextureLoader().load("examples/textures/UV_Grid_Sm.jpg");
//定义纹理在水平和垂直方向简单的重复到无穷大。
map.wrapS = map.wrapT = THREE.RepeatWrapping;
//定义纹理的各向异性
map.anisotropy = 16;
//定义兰伯特网孔材质
var material = new THREE.MeshLambertMaterial({map:map,side:THREE.DoubleSide});
//球形网格 (半径长度,水平块的密度,垂直块的密度)
object = new THREE.Mesh( new THREE.SphereGeometry(75,20,10), material);
object.position.set( -400, 0, 200 );
scene.add(object);
//二十面体 (图形大小半径,大于零将不是二十面体,越大越圆滑)
object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 0 ), material );
object.position.set( -200, 0, 200 );
scene.add( object );
//八面体(图形大小半径,大于零将不是八面体,越大越圆滑)
object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 0 ), material );
object.position.set( 0, 0, 200 );
scene.add( object );
//四面体(图形大小半径,大于零将不是四面体,越大越圆滑)
object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material );
object.position.set( 200, 0, 200 );
scene.add( object );
//长方形平面 (x轴宽度,y轴高度,x方向分段数,y方向分段数)
object = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100, 1, 1 ), material );
object.position.set( -400, 0, 0 );
scene.add( object );
//立方体 (x轴宽度,y轴高度,z轴深度,沿宽面分段数,沿高度面分段数,沿深度面分段数)
object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100, 1, 1, 1 ), material );
object.position.set( -200, 0, 0 );
scene.add( object );
//圆形平面 (半径,顶点密度,绘制起点弧度,绘制弧度)
object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material );
object.position.set( 0, 0, 0 );
scene.add( object );
//空心圆平面 (内圆半径,外圆半径,分割面越大越圆滑,垂直外边分割面,开始绘制弧度,绘制弧度)
object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 10, 5, 0, Math.PI * 2 ), material );
object.position.set( 200, 0, 0 );
scene.add( object );
//圆柱体 (头部圆的半径,底部圆半径,高度,上下圆顶点个数,上下面切割线条数,上下面是否显示,开始弧度,绘制弧度)
object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material );
object.position.set( 400, 0, 0 );
scene.add( object );
//车床模型
var points = [];
for ( var i = 0; i < 50; i ++ ) {
points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
}
//(一个vector2的数组分别代表xy轴,生成圆周段的数目,开始弧度,绘制弧度)
object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material );
object.position.set( -400, 0, -200 );
scene.add( object );
//救生圈 (救生圈半径,管道直径,基于管道横切顶点数,救生圈横切顶点个数)
object = new THREE.Mesh( new THREE.TorusGeometry( 50, 20, 20, 20 ), material );
object.position.set( -200, 0, -200 );
scene.add( object );
//环面扭结模型 (图形半径,管道直径,基于管道横切定点数,根据图形半径横切顶点数,绕旋转对称轴的圈数,绕环面的圆的圈数)
object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 10, 50, 20 ), material );
object.position.set( 0, 0, -200 );
scene.add( object );
//轴辅助 (每一个轴的长度)
object = new THREE.AxisHelper( 50 );
object.position.set( 200, 0, -200 );
scene.add( object );
//箭头辅助(箭头头的方向必须是vecteor3,箭头起点必须是vector3,箭头长度,颜色)
object = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50 ,0x00ffff);
object.position.set( 400, 0, -200 );
scene.add( object );
}
function animate() {
requestAnimationFrame( animate );
render();
//stats.update();
}
function render() {
var timer = Date.now() * 0.0001;
camera.position.x = Math.cos( timer ) * 800;
camera.position.z = Math.sin( timer ) * 800;
camera.lookAt( scene.position );
for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
var object = scene.children[ i ];
object.rotation.x = timer * 5;
object.rotation.y = timer * 2.5;
}
renderer.render( scene, camera );
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//绘制
function draw() {
initRender();
initCamera();
initScene();
initLight();
initModel();
animate();
window.addEventListener( 'resize', onWindowResize, false );
}
</script>
</head>
<body οnlοad="draw();">
</body>
</html>