本篇介绍的 LineDashedMaterial 材质跟上一篇 LineBasicMaterial 材质基本一样,只不过 LineDashedMaterial 材质的线型是虚线而已。除了跟 LineBasicMaterial 拥有相同的属性外,它还有以下几个独特的属性:
属性 | 描述 |
---|---|
scale (缩放比例) | 缩放 dashSize 和 gapSize。如果 scale 小于 1,dashSize 和 gapSize 就会增大;反之,就会缩小 |
dashSize (短划线长度) | 定义虚线短划线的长度 |
gapSize (间隔长度) | 定义虚线间隔的长度 |
lines.computeLineDistances();
var lineMaterial = new THREE.LineDashedMaterial({
vertexColors: true,
color: 0xffffff,
dashSize: 0.6,
gapSize: 0.2,
scale: 1.0 // 比例越大,虚线越密;反之,虚线越疏
});
唯一的区别就是,必须调用方法 computeLineDistances()。如果不调用,就不会显示出虚线效果。下面给出完整的示例,代码如下:
<!DOCTYPE html>
<html>
<head>
<title>示例 04.10 - LineDashedMaterial</title>
<script src="../build/three.js"></script>
<script src="../build/js/controls/OrbitControls.js"></script>
<script src="../build/js/libs/stats.min.js"></script>
<script src="../build/js/libs/dat.gui.min.js"></script>
<script src="../jquery/jquery-3.2.1.min.js"></script>
<style>
body {
/* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
margin: 0;
overflow: hidden;
}
/* 统计对象的样式 */
#Stats-output {
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>
<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>
<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">
var scene;
var camera;
var render;
var webglRender;
//var canvasRender;
var controls;
var stats;
var guiParams;
var ground;
var cube;
var lineMaterial;
var ambientLight;
var spotLight;
$(function() {
stats = initStats();
scene = new THREE.Scene();
webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿
webglRender.setSize(window.innerWidth, window.innerHeight);
webglRender.setClearColor(0x000000, 1.0);
//webglRender.shadowMap.enabled = true; // 允许阴影投射
render = webglRender;
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000); // 2147483647
camera.position.set(-30, 40, 30);
var target = new THREE.Vector3(0, 0 , 0);
controls = new THREE.OrbitControls(camera, render.domElement);
controls.target = target;
camera.lookAt(target);
$('#webgl-output')[0].appendChild(render.domElement);
window.addEventListener('resize', onWindowResize, false);
ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
spotLight = new THREE.SpotLight({color: 0xffffff});
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
//scene.add(new THREE.AxisHelper(20));// 加入坐标轴
var points = gosper(4, 60);
var lines = new THREE.Geometry();
var colors = [];
var i = 0;
points.forEach(function(e){
lines.vertices.push(new THREE.Vector3(e.x, e.z, e.y));
colors[i] = new THREE.Color(0xffffff);
// 色调(Hue)、饱和度(Saturation)、亮度(Lightness
colors[i].setHSL(e.x / 100 + 0.5, e.y * 20 / 300, 0.8);
i++;
});
lines.colors = colors;
lines.computeLineDistances(); // 必须调用,否则不会有虚线效果
lineMaterial = new THREE.LineDashedMaterial({
vertexColors: true,
color: 0xffffff,
dashSize: 0.6,
gapSize: 0.2,
scale: 1.0 // 比例越大,虚线越密;反之,虚线越疏
});
var line = new THREE.Line(lines, lineMaterial);
line.position.set(25, -30, -60);
scene.add(line);
/** 用来保存那些需要修改的变量 */
guiParams = new function() {
this.rotationSpeed = 0.01;
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
//var gui = new dat.GUI();
renderScene();
});
/** 渲染场景 */
function renderScene() {
stats.update();
rotateMesh(); // 旋转物体
requestAnimationFrame(renderScene);
render.render(scene, camera);
}
/** 初始化 stats 统计对象 */
function initStats() {
stats = new Stats();
stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
$('#stats-output').append(stats.domElement);
return stats;
}
/** 当浏览器窗口大小变化时触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render.setSize(window.innerWidth, window.innerHeight);
}
/** 旋转物体 */
function rotateMesh() {
scene.traverse(function(mesh) {
if (mesh instanceof THREE.Line && mesh != ground) {
//mesh.rotation.x += guiParams.rotationSpeed;
//mesh.rotation.y += guiParams.rotationSpeed;
mesh.rotation.z += guiParams.rotationSpeed;
}
});
}
/** 高斯帕曲线 */
function gosper(a, b) {
var turtle = [0, 0, 0];
var points = [];
var count = 0;
rg(a, b, turtle); // turtle: 龟壳图案
return points;
function rt(x) {
turtle[2] += x;
}
function lt(x) {
turtle[2] -= x;
}
function fd(dist) {
//ctx.beginPath();
points.push({x: turtle[0], y: turtle[1], z: Math.sin(count) * 5});
//ctx.moveTo(turtle[0], turtle[1]);
var dir = turtle[2] * (Math.PI / 180);
turtle[0] += Math.cos(dir) * dist;
turtle[1] += Math.sin(dir) * dist;
points.push({x: turtle[0], y: turtle[1], z: Math.sin(count) * 5});
//ctx.lineTo(turtle[0], turtle[1]);
//ctx.stroke();
}
function rg(st, ln, turtle) {
st--;
ln = ln / 2.6457;
if (st > 0) {
//ctx.strokeStyle = '#111';
rg(st, ln, turtle);
rt(60);
gl(st, ln, turtle);
rt(120);
gl(st, ln, turtle);
lt(60);
rg(st, ln, turtle);
lt(120);
rg(st, ln, turtle);
rg(st, ln, turtle);
lt(60);
gl(st, ln, turtle);
rt(60);
}
if (st == 0) {
fd(ln);
rt(60);
fd(ln);
rt(120);
fd(ln);
lt(60);
fd(ln);
lt(120);
fd(ln);
fd(ln);
lt(60);
fd(ln);
rt(60)
}
}
function gl(st, ln, turtle) {
st--;
ln = ln / 2.6457;
if (st > 0) {
//ctx.strokeStyle = '#555';
lt(60);
rg(st, ln, turtle);
rt(60);
gl(st, ln, turtle);
gl(st, ln, turtle);
rt(120);
gl(st, ln, turtle);
rt(60);
rg(st, ln, turtle);
lt(120);
rg(st, ln, turtle);
lt(60);
gl(st, ln, turtle);
}
if (st == 0) {
lt(60);
fd(ln);
rt(60);
fd(ln);
fd(ln);
rt(120);
fd(ln);
rt(60);
fd(ln);
lt(120);
fd(ln);
lt(60);
fd(ln);
}
}
}
</script>
</body>
</html>
到此,three.js 库中常用的材质基本就已经介绍完了,剩下的读者可以自行扩展。
未完待续···