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学习threejs,自定义几何体

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文章目录

  • 一、🍀前言
    • 1.1 ☘️THREE.Vector3 三维向量
  • 二、🍀自定义几何体
    • 1. ☘️实现思路
    • 2. ☘️代码样例


一、🍀前言

本文详细介绍如何基于threejs在三维场景中实现自定义几何体,亲测可用。希望能帮助到您。一起学习,加油!加油!

1.1 ☘️THREE.Vector3 三维向量

该类表示的是一个三维向量(3D vector)。 一个三维向量表示的是一个有顺序的、三个为一组的数字组合(标记为x、y和z), 可被用来表示很多事物、
构造函数:
Vector3( x : Float, y : Float, z : Float )
x - 向量的x值,默认为0。
y - 向量的y值,默认为0。
z - 向量的z值,默认为0。
常用属性:
在这里插入图片描述
全部方法可以参考:THREE.Vector3 API
部分方法:
在这里插入图片描述

二、🍀自定义几何体

1. ☘️实现思路

  • 1、初始化renderer渲染器
  • 2、初始化Scene三维场景scene。
  • 3、初始化camera相机,设置相机位置 camera.position,设置相机方向camera.lookAt。
  • 4、初始化THREE.SpotLight点光源,设置点光源位置和投影,场景scene加入点光源。
  • 5、加载几何模型:创建THREE.PlaneGeometry平面几何体plane,创建THREE.MeshLambertMaterial漫反射材质planeMaterial,传入参数plane和planeMaterial创建THREE.Mesh网格对象plane,plane设置投影,场景scene加入plane。创建THREE.Geometry几何体geom,设置geom的顶点和面,调用computeFaceNormals()方法确定面的法向量信息。定义材质数组materials,传入参数geom和materials通过THREE.SceneUtils.createMultiMaterialObject函数获取网格对象mesh,设置mesh投影,场景scene中加入mesh。
  • 6、加入gui控制,加入stats监控器,监控帧数信息。定义render()渲染方法,并执行。具体代码参考下面代码样例。

2. ☘️代码样例

<!DOCTYPE html>

<html>

<head>
    <title>自定义几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>

    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    function init() {

        var stats = initStats();
        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var renderer = new THREE.WebGLRenderer();

        renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMapEnabled = true;

        // create the ground plane
        var planeGeometry = new THREE.PlaneGeometry(60, 40, 1, 1);
        var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.receiveShadow = true;

        // rotate and position the plane
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 0;
        plane.position.y = 0;
        plane.position.z = 0;

        // add the plane to the scene
        scene.add(plane);

        // position and point the camera to the center of the scene
        camera.position.x = -20;
        camera.position.y = 25;
        camera.position.z = 20;
        camera.lookAt(new THREE.Vector3(5, 0, 0));

        // add spotlight for the shadows
        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, 10);
        spotLight.castShadow = true;
        scene.add(spotLight);

        // add the output of the renderer to the html element
        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        // call the render function
        var step = 0;


        var vertices = [
            new THREE.Vector3(1, 3, 1),
            new THREE.Vector3(1, 3, -1),
            new THREE.Vector3(1, -1, 1),
            new THREE.Vector3(1, -1, -1),
            new THREE.Vector3(-1, 3, -1),
            new THREE.Vector3(-1, 3, 1),
            new THREE.Vector3(-1, -1, -1),
            new THREE.Vector3(-1, -1, 1)
        ];

        var faces = [
            new THREE.Face3(0, 2, 1),
            new THREE.Face3(2, 3, 1),
            new THREE.Face3(4, 6, 5),
            new THREE.Face3(6, 7, 5),
            new THREE.Face3(4, 5, 1),
            new THREE.Face3(5, 0, 1),
            new THREE.Face3(7, 6, 2),
            new THREE.Face3(6, 3, 2),
            new THREE.Face3(5, 7, 0),
            new THREE.Face3(7, 2, 0),
            new THREE.Face3(1, 3, 4),
            new THREE.Face3(3, 6, 4),
        ];

        var geom = new THREE.Geometry();
        geom.vertices = vertices;
        geom.faces = faces;
        geom.computeFaceNormals();


        var materials = [
            new THREE.MeshLambertMaterial({opacity: 0.6, color: 0x44ff44, transparent: true}),
            new THREE.MeshBasicMaterial({color: 0x000000, wireframe: true})

        ];


        var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, materials);
        mesh.children.forEach(function (e) {
            e.castShadow = true
        });
//        mesh.children[0].translateX(0.5);
//        mesh.children[0].translateZ(0.5);

        scene.add(mesh);

        function addControl(x, y, z) {
            var controls = new function () {
                this.x = x;
                this.y = y;
                this.z = z;
            };

            return controls;
        }

        var controlPoints = [];
        controlPoints.push(addControl(3, 5, 3));
        controlPoints.push(addControl(3, 5, 0));
        controlPoints.push(addControl(3, 0, 3));
        controlPoints.push(addControl(3, 0, 0));
        controlPoints.push(addControl(0, 5, 0));
        controlPoints.push(addControl(0, 5, 3));
        controlPoints.push(addControl(0, 0, 0));
        controlPoints.push(addControl(0, 0, 3));

        var gui = new dat.GUI();
        gui.add(new function () {
            this.clone = function () {

                var clonedGeometry = mesh.children[0].geometry.clone();
                var materials = [
                    new THREE.MeshLambertMaterial({opacity: 0.6, color: 0xff44ff, transparent: true}),
                    new THREE.MeshBasicMaterial({color: 0x000000, wireframe: true})

                ];

                var mesh2 = THREE.SceneUtils.createMultiMaterialObject(clonedGeometry, materials);
                mesh2.children.forEach(function (e) {
                    e.castShadow = true
                });

                mesh2.translateX(5);
                mesh2.translateZ(5);
                mesh2.name = "clone";
                scene.remove(scene.getChildByName("clone"));
                scene.add(mesh2);


            }
        }, 'clone');

        for (var i = 0; i < 8; i++) {

            f1 = gui.addFolder('Vertices ' + (i + 1));
            f1.add(controlPoints[i], 'x', -10, 10);
            f1.add(controlPoints[i], 'y', -10, 10);
            f1.add(controlPoints[i], 'z', -10, 10);

        }

        render();

        function addCube() {

        }

        function render() {
            stats.update();

            var vertices = [];
            for (var i = 0; i < 8; i++) {
                vertices.push(new THREE.Vector3(controlPoints[i].x, controlPoints[i].y, controlPoints[i].z));
            }

            mesh.children.forEach(function (e) {
                e.geometry.vertices = vertices;
                e.geometry.verticesNeedUpdate = true;
                e.geometry.computeFaceNormals();
            });

            // render using requestAnimationFrame
            requestAnimationFrame(render);
            renderer.render(scene, camera);
        }

        function initStats() {

            var stats = new Stats();

            stats.setMode(0); // 0: fps, 1: ms

            // Align top-left
            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);

            return stats;
        }
    }
    window.onload = init


</script>
</body>
</html>

效果如下:
在这里插入图片描述


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