three.js 学习心得(一)

<!DOCTYPE html>
<html>

<head>
    <title>Example 01.02 - First Scene</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <style>
        body {
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>


<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">


    // once everything is loaded, we run our Three.js stuff.
    function init() {
        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();  //scene是一个容器,用来保存并跟踪所有我们想渲染的物体

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        //camera决定了我们能在渲染好的scene里看到什么


        // create a render and set the size
        var renderer = new THREE.WebGLRenderer(); //创建一个webGLRenderer对象,使用计算上的显卡来渲染场景
        renderer.setClearColorHex(0xEEEEEE);

//通过调用setClearColorHex()函数将renderer的背景色设置为白色

//或者可以这样写renderer.setClearColor(new THREE.Color(0xEEEEEE));
        renderer.setSize(window.innerWidth, window.innerHeight);//setSize函数告诉renderer将scene渲染成多大尺寸

        // show axes in the screen
        var axes = new THREE.AxisHelper(20);  //创建一个坐标轴对象
        scene.add(axes);  //使用scene.add()函数将坐标轴添加到场景中

        // create the ground plane
        var planeGeometry = new THREE.PlaneGeometry(60, 20);//定义平面的宽60,高20
        var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc}); //创建一个基本的材质,并设定平面的颜色
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);  //把上面两个对象合并到一个名为plane的Mesh对象中

        // rotate and position the plane.在将变量添加到scene之前,先将它放到合适的位置
        plane.rotation.x = -0.5 * Math.PI;  //绕x轴转动90度
        plane.position.x = 15;  //position:决定该对象相对其父对象的位置,这里的父对象是THREE.Scene()
        plane.position.y = 0;
        plane.position.z = 0;

        // add the plane to the scene
        scene.add(plane);


        var shape = new THREE.Shape();//创建Shape对象
        var points = [//定位定点
            new THREE.Vector2(50,60),
            new THREE.Vector2(25,0),
            new THREE.Vector2(50,-60)
        ];
        shape.splineThru(points);//顶点带入样条插值计算函数
        var splinePoints = shape.getPoints(20);//插值计算细分数20
        var geometry = new THREE.LatheGeometry(splinePoints,30);//旋转造型
        var material=new THREE.MeshPhongMaterial({
            color:0x0000ff,//三角面颜色
            side:THREE.DoubleSide//两面可见
        });//材质对象
        material.wireframe = true;//线条模式渲染(查看细分数)
        var mesh=new THREE.Mesh(geometry,material);//旋转网格模型对象
        scene.add(mesh);//旋转网格模型添加到场景中

        // create a cube  创建一个方块并设置方块的位置
        /*var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
        var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true});
        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

        // position the cube
        cube.position.x = -4;
        cube.position.y = 3;
        cube.position.z = 0;

        // add the cube to the scene
        scene.add(cube);
        */

        // create a sphere 创建一个球体,同上方法
       /* var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
        var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true});
        var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

        // position the sphere
        sphere.position.x = 20;
        sphere.position.y = 4;
        sphere.position.z = 2;

        // add the sphere to the scene
        scene.add(sphere);
       */
        // position and point the camera to the center of the scene
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30;
        camera.lookAt(scene.position);//使用lookAt()函数,将相机对准场景的中心

        // add the output of the renderer to the html element将renderer的输出挂到HTML页面中
        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        // render the scene
        renderer.render(scene, camera);
    }
    window.onload = init;


</script>
</body>
</html>


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