今天是最后一篇介绍 three.js 中常用的基础几何体。本篇将要介绍的是 PolyhedronGeometry 几何体。翻译成中文就叫多面体。多面体是一种只有平面和直边的几何体。多数情况下我们不会使用这种几何体,因为 three.js 库为我们提供了几种特定的多面体,如:TetrahedronGeometry 四面体、OctahedronGeometry 八面体、DodecahedronGeometry 十二面体、IcosahedronGeometry 二十面体。
我们先来看看 PolyhedronGeometry 多面体的几个常用属性:
属性 | 描述 |
---|---|
vertices | 必须。此属性定义构成多面体的顶点 |
faces | 必须。此属性定义由 vertices 中的点构成的面 |
radius | 可选。此属性定义多面体的大小。默认值是 1 |
detail | 可选。此属性定义给多面体添加哪种额外细节。取值范围是大于等于 0。当设为 0 时,多面体的每一个面都不会有任何细节;为 1 时,每一个面多将再次分成 4 个小三角形表示;为 2 时,再次分隔的每一个面又会继续分成 4 个小三角形,以此类推 |
<!DOCTYPE html>
<html>
<head>
<title>示例 05.09 - PolyhedronGeometry</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 box;
//var sphere;
//var cylinder;
//var plane;
//var torus;
//var torusKnot;
var polyhedron;
var meshMaterial;
var ambientLight;
var spotLight;
var axesHelper;
//var cameraHelper;
$(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(0xeeeeee, 1.0);
webglRender.shadowMap.enabled = true; // 允许阴影投射
render = webglRender;
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); // 2147483647
camera.position.set(-45.5, 68.2, 90.9);
var target = new THREE.Vector3(10, 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);
// 加入一个坐标轴:X(橙色)、Y(绿色)、Z(蓝色)
axesHelper = new THREE.AxesHelper(60);
scene.add(axesHelper);
ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(0, 60, 30);
spotLight.shadow.mapSize.width = 5120; // 必须是 2的幂,默认值为 512
spotLight.shadow.mapSize.height = 5120; // 必须是 2的幂,默认值为 512
spotLight.castShadow = true;
scene.add(spotLight);
//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);
//scene.add(cameraHelper);
// 加入一个地面
var groundGeometry = new THREE.PlaneGeometry(100, 100, 4, 4);
var groundMaterial = new THREE.MeshLambertMaterial({color: 0x777777}); // MeshBasicMaterial 材质不能接收阴影
ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.set(-0.5 * Math.PI, 0, 0); // 沿着 X轴旋转-90°
ground.receiveShadow = true;
scene.add(ground);
// 材质
meshMaterial = [
new THREE.MeshNormalMaterial({side: THREE.DoubleSide}),
new THREE.MeshBasicMaterial({wireframe: true})
];
/** 用来保存那些需要修改的变量 */
guiParams = new function() {
this.rotationSpeed = 0.02;
this.radius = 12;
this.detail = 0;
this.type = 'Tetrahedron';
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'radius', 1, 30, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'detail', 0, 5, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'type', ['Tetrahedron', 'Octahedron', 'Icosahedron', 'Dodecahedron', 'Polyhedron']).onChange(function(e){updateMesh()});
updateMesh();
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 */
var step = 0;
function rotateMesh() {
step += guiParams.rotationSpeed;
scene.traverse(function(mesh) {
if (mesh instanceof THREE.Mesh && mesh != ground && mesh != axesHelper) {
//mesh.rotation.x = step;
mesh.rotation.y = step;
//mesh.rotation.z = step;
}
});
}
function updateMesh() {
scene.remove(polyhedron);
// 定义 polyhedron
var polyhedronGeometry;
switch(guiParams.type) {
case 'Tetrahedron': // 四面体
polyhedronGeometry = new THREE.TetrahedronGeometry(guiParams.radius, guiParams.detail);
break;
case 'Octahedron': // 八面体
polyhedronGeometry = new THREE.OctahedronGeometry(guiParams.radius, guiParams.detail);
break;
case 'Dodecahedron': // 十二面体
polyhedronGeometry = new THREE.DodecahedronGeometry(guiParams.radius, guiParams.detail);
break;
case 'Icosahedron': // 二十面体
polyhedronGeometry = new THREE.IcosahedronGeometry(guiParams.radius, guiParams.detail);
break;
case 'Polyhedron': // 自定义多面体
var verticesOfCube = [
1, 0, 1,
1, 0, -1,
-1, 0, -1,
-1, 0, 1,
0, 1, 0
];
var indicesOfFaces = [
0, 1, 2,
2, 3, 0,
0, 1, 4,
1, 2, 4,
2, 3, 4,
3, 0, 4
];
polyhedronGeometry = new THREE.PolyhedronGeometry(verticesOfCube, indicesOfFaces, guiParams.radius, guiParams.detail);
break;
};
polyhedron = new THREE.SceneUtils.createMultiMaterialObject(polyhedronGeometry, meshMaterial);
polyhedron.children[1].castShadow = true; // polyhedron.children[0] 的材质是 MeshNormalMaterial,不能投射阴影
polyhedron.position.set(0, guiParams.radius * 2 + 3, 0);
scene.add(polyhedron);
}
</script>
</body>
</html>
未完待续···