顶点位置数据解析渲染 ;
先看效果:
代码如下:
<!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>顶点位置数据解析渲染</title>
<script src="./three.js"></script>
<script src="./OrbitControls.js"></script>
</head>
<body>
<script>
// 1,创建场景对象
var scene = new THREE.Scene();
// 2,创建自定义几何体对象
// 2.1 创建缓存几何体对象
var buffer_geometry = new THREE.BufferGeometry();
// 2.2 使用类型数组创建顶点数据
var vertices = new Float32Array([
0,0,0, // 顶点1坐标
150,0,0, // 顶点2坐标
0,100,0 // 顶点3坐标
])
// 2.3 创建缓冲区对象
var attribue = new THREE.BufferAttribute(vertices,3);
buffer_geometry.attributes.position = attribue;
// 2.4 创建材质对象(side: 定义表面两侧的哪一个将呈现 - 前面,后面或双面。)
var material = new THREE.MeshBasicMaterial({color:0xfadfdf,side:THREE.DoubleSide})
// 2.5 创建网格模型对象
var mesh = new THREE.Mesh(buffer_geometry, material);
// 2.6 场景中添加网格模型
scene.add(mesh);
// 3,创建环境光对象
var ambient = new THREE.AmbientLight(0xfff);
scene.add(ambient);
// 4,创建相机对象
var width = window.innerWidth;
var height = window.innerHeight;
var k = width / height;
var s = 200;
// 创建正交相机对象
var camera = new THREE.OrthographicCamera(-s*k, s*k, s, -s, 1, 1000);
camera.position.set(200,300,200);
camera.lookAt(scene.position);
// 添加坐标系
var axisHelper = new THREE.AxisHelper(500);
scene.add(axisHelper);
// 5,创建渲染器对象
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width,height);
document.body.appendChild(renderer.domElement);
function render(){
// mesh.translateY(1);
// mesh.translateX(1);
renderer.render(scene,camera);
requestAnimationFrame(render);
}
render();
// 创建轴辅助对象
var constrols = new THREE.OrbitControls(camera,renderer.domElement)
// constrols.addEventListener('change',render)
</script>
</body>
</html>