ps:本系列会通过例子,来学习three.js
入门(一个简单的程序)
<!DOCTYPE html>
<html>
<head>
<title></title>
<style>canvas { width: 100%; height: 100% }</style>
<script src="js/three.js"></script>
</head>
<body>
<script>
//场景
var scene = new THREE.Scene();
//相机
//PerspectiveCamera 透视相机
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
//渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//添加物体到场景中
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material); scene.add(cube);
//这个参数设置相机的远近
camera.position.z = 5;
//实时渲染
function render() {
requestAnimationFrame(render);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
// render( scene, camera, renderTarget, forceClear )
// renderTarget:渲染的目标,默认是渲染到前面定义的render变量中
// forceClear:每次绘制之前都将画布的内容给清除,即使自动清除标志autoClear为false,也会清除。
renderer.render(scene, camera);
}
render();
</script>
</body>
</html>
封装在函数里(效果是一条线)
<!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() {
//grometry中有个vertices变量,可以存放点
var geometry = new THREE.Geometry();
// LineBasicMaterial( parameters )
// Parameters是一个定义材质外观的对象,它包含多个属性来定义材质,这些属性是:
// Color:线条的颜色,用16进制来表示,默认的颜色是白色。
// Linewidth:线条的宽度,默认时候1个单位宽度。
// Linecap:线条两端的外观,默认是圆角端点,当线条较粗的时候才看得出效果,如果线条很细,那么你几乎看不出效果了。
// Linejoin:两个线条的连接点处的外观,默认是“round”,表示圆角。
// VertexColors:定义线条材质是否使用顶点颜色,这是一个boolean值。意思是,线条各部分的颜色会根据顶点的颜色来进行插值。(如果关于插值不是很明白,可以QQ问我,QQ在前言中你一定能够找到,嘿嘿,虽然没有明确写出)。
// Fog:定义材质的颜色是否受全局雾效的影响。
var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
var color1 = new THREE.Color( 0x444444 ), color2 = new THREE.Color( 0xFF0000 );
// 线的材质可以由2点的颜色决定
var p1 = new THREE.Vector3( -100, 0, 100 );
var p2 = new THREE.Vector3( 100, 0, -100 );
geometry.vertices.push(p1);
geometry.vertices.push(p2);
geometry.colors.push( color1, color2 );
var line = new THREE.Line( geometry, material, THREE.LinePieces );
//把这条线加入场景中
scene.add(line);
}
function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
renderer.clear();
renderer.render(scene, camera);
}
</script>
</head>
<body onload="threeStart();">
<div id="canvas-frame"></div>
</body>
</html>
网格
threejs采用右手系
绘制网格
注意,这里的camera视点是在(0,1000,0)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; scene.add( line ); } }