1.坐标系
thresJS使用的是右手坐标系。
2.画网格
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Three框架</title>
<script src="js/Three.js"></script>
<style type="text/css">
div#canvas-frame {
border: none;
cursor: pointer;
width: 100%;
height: 600px;
background-color: #EEEEEE;
}
</style>
<script>
var renderer;
function initThree() {
width = document.getElementById('canvas-frame').clientWidth;
height = document.getElementById('canvas-frame').clientHeight;
renderer = new THREE.WebGLRenderer({
antialias : true
});
renderer.setSize(width, height);
document.getElementById('canvas-frame').appendChild(renderer.domElement);
renderer.setClearColor(0xFFFFFF, 1.0);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
camera.position.x = 0;
camera.position.y = 1000;
camera.position.z = 0;
camera.up.x = 0;
camera.up.y = 0;
camera.up.z = 1;
camera.lookAt({
x : 0,
y : 0,
z : 0
});
}
var scene;
function initScene() {
scene = new THREE.Scene();
}
var light;
function initLight() {
light = new THREE.DirectionalLight(0xFF0000, 1.0, 0);
light.position.set(100, 100, 200);
scene.add(light);
}
var cube;
function initObject() {
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
for ( var i = 0; i <= 20; i ++ ) {
var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.z = ( i * 50 ) - 500;
scene.add( line );
var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.x = ( i * 50 ) - 500;
line.rotation.y = 90 * Math.PI / 180;//js中经常用的Math.PI来计算角度、弧度。因为Math.PI = 3.14 = 180°
scene.add( line );
}
}
function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
renderer.clear();
renderer.render(scene, camera);
}
</script>
</head>
<body οnlοad="threeStart();">
<div id="canvas-frame"></div>
</body>
</html>
1、定义2个点
在x轴上定义两个点p1(-500,0,0),p2(500,0,0)。
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
2、算法
这两个点决定了x轴上的一条线段,将这条线段复制20次,分别平行移动到z轴的不同位置,就能够形成一组平行的线段。
同理,将p1p2这条线先围绕y轴旋转90度,然后再复制20份,平行于z轴移动到不同的位置,也能形成一组平行线。