three.js 利用点面绘制几何体

使用BufferGeometry
最终的效果展示
在这里插入图片描述
代码部分 :
首先添加几何体的顶点

 var cubeGeometry = new THREE.BufferGeometry();
            const vertices = new Float32Array([
                10, 10, 10,
                -10, 10, 10,
                -10, -10, 10,
                10, -10, 10,
                10, -10, -10,
                10, 10, -10,
                -10, 10, -10,
                -10, -10, -10,
            ])
            cubeGeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));

利用顶点的索引关系绘制三角面

 var indexes = new Uint16Array([
                0, 1, 2,
                0, 2, 3,
                0, 3, 4,
                0, 4, 5,
                1, 6, 7,
                1, 7, 2,
                6, 5, 4,
                6, 4, 7,
                5, 6, 1,
                5, 1, 0,
                3, 2, 7,
                3, 7, 4,
            ])
            cubeGeometry.index = new THREE.BufferAttribute(indexes, 1);
            //初始化存放颜色信息的序列化数组

定义几何体的颜色

 //初始化存放颜色信息的序列化数组
const colors = new Float32Array([
                1.0, 0.0, 0.0,
                0.0, 1.0, 0.0,
                0.0, 0.0, 1.0,
                0.0, 0.5, 0.5
            ]);
            //设置颜色信息
            cubeGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));

需要定义一个法向量 ,不然绘制的几何体显示黑色

 //生成法向量
            cubeGeometry.computeVertexNormals();

全部代码

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
</head>
<script src="../../node_modules/three/build/three.js"></script>
<script src="../../node_modules/three/examples/js/controls/OrbitControls.js"></script>
<script src="../../node_modules/three/examples/js/libs/stats.min.js"></script>
<script src="../../node_modules/three/examples/js/libs/dat.gui.min.js"></script>

<body onload="draw();">
    <script>
        var renderer;

        function initRender() {
            renderer = new THREE.WebGLRenderer({
                antialias: true
            });
            renderer.setSize(window.innerWidth, window.innerHeight);
            //告诉渲染器需要阴影效果
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
            document.body.appendChild(renderer.domElement);
        }

        var camera;

        function initCamera() {
            camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 40, 100);
            camera.lookAt(new THREE.Vector3(0, 0, 0));
        }

        var scene;

        function initScene() {
            scene = new THREE.Scene();
        }

        //初始化dat.GUI简化试验流程
        var gui;

        function initGui() {
            //声明一个保存需求修改的相关数据的对象
            gui = {
                lightY: 30, //灯光y轴的位置
                cubeX: 25, //立方体的x轴位置
                cubeY: 10, //立方体的x轴位置
                cubeZ: -5 //立方体的z轴的位置
            };
            var datGui = new dat.GUI();
            //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
            datGui.add(gui, "lightY", 0, 100);
            datGui.add(gui, "cubeX", -30, 30);
            datGui.add(gui, "cubeY", -30, 30);
            datGui.add(gui, "cubeZ", -30, 30);
        }

        var light;

        function initLight() {
            scene.add(new THREE.AmbientLight(0x444444));

            light = new THREE.PointLight(0xffffff);
            light.position.set(15, 30, 10);

            //告诉平行光需要开启阴影投射
            light.castShadow = true;

            scene.add(light);
        }

        var cube;

        function initModel() {

            //辅助工具
            var helper = new THREE.AxisHelper(10);
            scene.add(helper);

            // 创建一个立方体
            //    v6----- v5
            //   /|      /|
            //  v1------v0|
            //  | |     | |
            //  | |v7---|-|v4
            //  |/      |/
            //  v2------v3

            //立方体
            var cubeGeometry = new THREE.BufferGeometry();
            const vertices = new Float32Array([
                10, 10, 10,
                -10, 10, 10,
                -10, -10, 10,
                10, -10, 10,
                10, -10, -10,
                10, 10, -10,
                -10, 10, -10,
                -10, -10, -10,
            ])
            cubeGeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
            var indexes = new Uint16Array([
                0, 1, 2,
                0, 2, 3,
                0, 3, 4,
                0, 4, 5,
                1, 6, 7,
                1, 7, 2,
                6, 5, 4,
                6, 4, 7,
                5, 6, 1,
                5, 1, 0,
                3, 2, 7,
                3, 7, 4,
            ])
           
            //初始化存放颜色信息的序列化数组
            const colors = new Float32Array([
                1.0, 0.0, 0.0,
                0.0, 1.0, 0.0,
                0.0, 0.0, 1.0,
                0.0, 0.5, 0.5
            ]);
            //设置颜色信息
            cubeGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
            cubeGeometry.index = new THREE.BufferAttribute(indexes, 1);

            //生成法向量
            cubeGeometry.computeVertexNormals();

            var cubeMaterial = new THREE.MeshLambertMaterial({
                vertexColors: THREE.VertexColors, //使用缓存中的颜色
                side: THREE.DoubleSide
            });

            cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
            cube.position.x = 25;
            cube.position.y = 5;
            cube.position.z = -5;

            //告诉立方体需要投射阴影
            cube.castShadow = true;

            scene.add(cube);

            //底部平面
            var planeGeometry = new THREE.PlaneGeometry(100, 100);
            var planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xaaaaaa
            });

            var plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.y = -0;

            //告诉底部平面需要接收阴影
            plane.receiveShadow = true;

            scene.add(plane);

        }

        //初始化性能插件
        var stats;

        function initStats() {
            stats = new Stats();
            document.body.appendChild(stats.dom);
        }

        //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
        var controls;

        function initControls() {

            controls = new THREE.OrbitControls(camera, renderer.domElement);

            // 如果使用animate方法时,将此函数删除
            //controls.addEventListener( 'change', render );
            // 使动画循环使用时阻尼或自转 意思是否有惯性
            controls.enableDamping = true;
            //动态阻尼系数 就是鼠标拖拽旋转灵敏度
            //controls.dampingFactor = 0.25;
            //是否可以缩放
            controls.enableZoom = true;
            //是否自动旋转
            controls.autoRotate = false;
            //设置相机距离原点的最远距离
            controls.minDistance = 50;
            //设置相机距离原点的最远距离
            controls.maxDistance = 200;
            //是否开启右键拖拽
            controls.enablePan = true;
        }

        function render() {
            renderer.render(scene, camera);
        }

        //窗口变动触发的函数
        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            render();
            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function animate() {
            //更新控制器
            render();

            //更新性能插件
            stats.update();

            //更新相关位置
            light.position.y = gui.lightY;
            cube.position.x = gui.cubeX;
            cube.position.y = gui.cubeY;
            cube.position.z = gui.cubeZ;

            controls.update();

            requestAnimationFrame(animate);
        }

        function draw() {
            initGui();
            initRender();
            initScene();
            initCamera();
            initLight();
            initModel();
            initControls();
            initStats();

            animate();
            window.onresize = onWindowResize;
        }
    </script>
</body>

</html>
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