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<html lang="en">
<head>
<meta charset="UTF-8">
<title>第一个three.js文件_WebGL三维场景</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<!--引入three.js三维引擎-->
<script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/build/three.min.js"></script>
<!--<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>-->
<!-- <script src="./three.js"></script> -->
<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
//1 声明对象---Geometry
var geometry = new THREE.Geometry();
//2 设定4个坐标--用来组成面
var p1 = new THREE.Vector3(0, 0, 0); //顶点1
var p2 = new THREE.Vector3(0, 100, 0); //顶点2
var p3 = new THREE.Vector3(50, 0, 0); //顶点3
var p4 = new THREE.Vector3(0, 0, 100); //顶点4
//3 顶点坐标---添加到---geometry对象
geometry.vertices.push(p1, p2, p3,p4);
// 4 第1个面:Face3构造函数创建一个三角面
var face1 = new THREE.Face3(0, 1, 2);
var face2 = new THREE.Face3(0, 2, 3);
var face3 = new THREE.Face3(0, 1, 3);
//5三角面每个顶点的法向量
var n1 = new THREE.Vector3(0, 0, -1); //三角面Face1顶点1的法向量
var n2 = new THREE.Vector3(0, 0, -1); //三角面2Face2顶点2的法向量
var n3 = new THREE.Vector3(0, 0, -1); //三角面3Face3顶点3的法向量
// 设置三角面Face3三个顶点的法向量
face1.vertexNormals.push(n1,n2,n3);
face2.normal=new THREE.Vector3(0, -1, 0);
face3.normal=new THREE.Vector3(0, 0, -1);
// 三角形1颜色
<!-- face1.color = new THREE.Color(0xffff00); -->
<!-- // 设置三角面face1三个顶点的颜色 -->
face2.color = new THREE.Color(0xff00ff);
face3.color = new THREE.Color(0xfff0ff);
//渐变
face1.vertexColors = [
new THREE.Color(0xffff00),
new THREE.Color(0xff00ff),
new THREE.Color(0x00ffff),
]
//三角面face1、face2添加到几何体中
geometry.faces.push(face1,face2,face3);
//材质对象
var material = new THREE.MeshLambertMaterial({
// color: 0xffff00,
vertexColors: THREE.VertexColors, //以顶点颜色为准
side: THREE.DoubleSide, //两面可见
});
var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
scene.add(mesh); //点对象添加到场景中
// 点渲染模式
<!-- var material = new THREE.PointsMaterial({ -->
<!-- color: 0xff0000, -->
<!-- size: 10.0 //点对象像素尺寸 -->
<!-- }); //材质对象 -->
<!-- var points = new THREE.Points(geometry, material); //点模型对象 -->
<!-- scene.add(points); //点对象添加到场景中 -->
// 线条渲染模式
<!-- var material=new THREE.LineBasicMaterial({ -->
<!-- color:0xff0000 //线条颜色 -->
<!-- });//材质对象 -->
<!-- var line=new THREE.Line(geometry,material);//线条模型对象 -->
<!-- scene.add(line);//线条对象添加到场景中 -->
var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
console.log(geometry);
console.log('几何体顶点位置数据',geometry.vertices);
console.log('三角行面数据',geometry.faces);
var geometrybox = new THREE.BoxGeometry(20, 200, 100); //创建一个立方体几何对象Geometry
// 遍历几何体的face属性
geometrybox.faces.forEach(face => {
// 设置三角面face三个顶点的颜色
face.vertexColors = [
new THREE.Color(0xffff00),
new THREE.Color(0xff00ff),
new THREE.Color(0x00ffff),
]
});
var materialbox = new THREE.MeshBasicMaterial({
// color: 0x0000ff,
vertexColors: THREE.FaceColors,
// wireframe:true,//线框模式渲染
}); //材质对象Material
<!-- var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry -->
// pop():删除数组的最后一个元素 shift:删除数组的第一个元素
<!-- geometry.faces.pop(); -->
<!-- geometry.faces.pop(); -->
<!-- geometry.faces.shift(); -->
<!-- geometry.faces.shift(); -->
<!-- var material = new THREE.MeshLambertMaterial({ -->
<!-- color: 0x0000ff, -->
<!-- side: THREE.DoubleSide, //两面可见 -->
<!-- }); //材质对象Material -->
<!-- var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry -->
// 几何体xyz三个方向都放大2倍
geometrybox.scale(2, 2, 2);
// 几何体沿着x轴平移50
geometrybox.translate(50, 0, 0);
// 几何体绕着x轴旋转45度
geometrybox.rotateX(Math.PI / 4);
// 居中:偏移的几何体居中
geometrybox.center();
console.log(geometrybox.vertices);
var mesh2 = new THREE.Mesh(geometrybox, materialbox); //网格模型对象Mesh
scene.add(mesh2); //点对象添加到场景中
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
// console.log(scene)
// console.log(scene.children)
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
//执行渲染操作 指定场景、相机作为参数
renderer.render(scene, camera);
</script>
</body>
</html>