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Three.js学习之网格

2019-11-20 09:16:13
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前言

  小编之前发布过关于几何形状材质,相信大家看过学习之后,我们就能使用他们来创建物体了。最常用的一种物体就是网格(Mesh),网格是由顶点、边、面等组成的物体;其他物体包括线段(Line)、骨骼(Bone)、粒子系统(ParticleSystem)等。创建物体需要指定几何形状和材质,其中,几何形状决定了物体的顶点位置等信息,材质决定了物体的颜色、纹理等信息。

1.创建网格

  在前几篇中,我们学习了如何创建几何形状材质,而网格的创建非常简单,只要把几何形状与材质传入其构造函数。最常用的物体是网格(Mesh),它代表包含点、线、面的几何体,其构造函数是:

Mesh(geometry, material)

  下面,让我们通过一个具体的例子了解如何创建网格:

var material = new THREE.MeshLambertMaterial({ color: 0xffff00});var geometry = new THREE.CubeGeometry(1, 2, 3);var mesh = new THREE.Mesh(geometry, material);scene.add(mesh);

  如果material和geometry之后不会复用的话,也可以合在一起写为:

var mesh = new THREE.Mesh(new THREE.CubeGeometry(1, 2, 3), new THREE.MeshLambertMaterial({  color: 0xffff00 }));scene.add(mesh);

  添加光照后,得到的效果为:

  如果不指定material,则每次会随机分配一种wireframe为true的材质,每次刷新页面后的颜色是不同的,一种可能的效果是:

  源码:

<!DOCTYPE html><html> <head>  <meta charset="UTF-8">  <title>3.js测试9.1</title>  </head> <body onload="init()">  <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script type="text/javascript" src="js/three.min.js"></script> <script type="text/javascript">  function init() {   var renderer = new THREE.WebGLRenderer({    canvas: document.getElementById('mainCanvas')   });   renderer.setClearColor(0x000000);   var scene = new THREE.Scene();      // camera   var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100);   camera.position.set(5, 5, 20);   camera.lookAt(new THREE.Vector3(0, 0, 0));   scene.add(camera);      var material = new THREE.MeshLambertMaterial({    color: 0xffff00   });//   var material = new THREE.MeshBasicMaterial({//    color: 0xffff00,//    wireframe: true//   });   var geometry = new THREE.CubeGeometry(1, 2, 3);   var mesh = new THREE.Mesh(geometry, material);   scene.add(mesh);      var light = new THREE.DirectionalLight(0xffffff);   light.position.set(20, 10, 5);   scene.add(light);      // render   renderer.render(scene, camera);  } </script></html>
 

2.修改属性

  2.1 修改材质

  除了在构造函数中指定材质,在网格被创建后,也能对材质进行修改:

var material = new THREE.MeshLambertMaterial({ color: 0xffff00});var geometry = new THREE.CubeGeometry(1, 2, 3);var mesh = new THREE.Mesh(geometry, material); scene.add(mesh);mesh.material = new THREE.MeshLambertMaterial({ color: 0xff0000});

  最终显示的颜色是红色:

  源码:

<!DOCTYPE html><html> <head>  <meta charset="UTF-8">  <title>3.js测试9.2</title>  </head> <body onload="init()">  <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script type="text/javascript" src="js/three.min.js"></script>  <script type="text/javascript">  function init() {   var renderer = new THREE.WebGLRenderer({    canvas: document.getElementById('mainCanvas')   });   renderer.setClearColor(0x000000);   var scene = new THREE.Scene();      // camera   var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100);   camera.position.set(5, 5, 20);   camera.lookAt(new THREE.Vector3(0, 0, 0));   scene.add(camera);      var material = new THREE.MeshLambertMaterial({    color: 0xffff00   });   var geometry = new THREE.CubeGeometry(1, 2, 3);   var mesh = new THREE.Mesh(geometry, material);   scene.add(mesh);      mesh.material = new THREE.MeshLambertMaterial({    color: 0xff0000   });      var light = new THREE.DirectionalLight(0xffffff);   light.position.set(20, 10, 5);   scene.add(light);      // render   renderer.render(scene, camera);  } </script></html>

  2.2 位置、缩放、旋转

  位置、缩放、旋转是物体三个常用属性。由于THREE.Mesh基础自THREE.Object3D,因此包含scale、rotation、position三个属性。它们都是THREE.Vector3实例,因此修改其值的方法是相同的,这里以位置为例。

  THREE.Vector3有x、y、z三个属性,如果只设置其中一个属性,则可以用以下方法:

mesh.position.z = 1;

  如果需要同时设置多个属性,可以使用以下两种方法:

mesh.position.set(1.5, -0.5, 0);

  或者:

mesh.position = new THREE.Vector3(1.5, -0.5, 0);

  缩放对应的属性是scale,旋转对应的属性是rotation,具体方法与上例相同,分别表示沿x、y、z三轴缩放或旋转。

 

  源码:

<!DOCTYPE html><html> <head>  <meta charset="UTF-8">  <title>3.js测试9.3</title> </head> <body onload="init()">  <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script type="text/javascript" src="js/three.min.js"></script> <script type="text/javascript">  function init() {   var renderer = new THREE.WebGLRenderer({    canvas: document.getElementById('mainCanvas')   });   renderer.setClearColor(0x000000);   var scene = new THREE.Scene();      // camera   var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100);   camera.position.set(5, 5, 20);   camera.lookAt(new THREE.Vector3(0, 0, 0));   scene.add(camera);      var material = new THREE.MeshLambertMaterial({    color: 0xffff00   });   var geometry = new THREE.CubeGeometry(1, 2, 3);   var mesh = new THREE.Mesh(geometry, material);   scene.add(mesh);      mesh.position.set(1.5, -0.5, 0);   mesh.position = new THREE.Vector3(1.5, -0.5, 0);   mesh.position.z = 1;      var light = new THREE.DirectionalLight(0xffffff);   light.position.set(20, 10, 5);   scene.add(light);      drawAxes(scene);      // render   renderer.render(scene, camera);  }    function drawAxes(scene) {   // x-axis   var xGeo = new THREE.Geometry();   xGeo.vertices.push(new THREE.Vector3(0, 0, 0));   xGeo.vertices.push(new THREE.Vector3(1, 0, 0));   var xMat = new THREE.LineBasicMaterial({    color: 0xff0000   });   var xAxis = new THREE.Line(xGeo, xMat);   scene.add(xAxis);      // y-axis   var yGeo = new THREE.Geometry();   yGeo.vertices.push(new THREE.Vector3(0, 0, 0));   yGeo.vertices.push(new THREE.Vector3(0, 1, 0));   var yMat = new THREE.LineBasicMaterial({    color: 0x00ff00   });   var yAxis = new THREE.Line(yGeo, yMat);   scene.add(yAxis);      // z-axis   var zGeo = new THREE.Geometry();   zGeo.vertices.push(new THREE.Vector3(0, 0, 0));   zGeo.vertices.push(new THREE.Vector3(0, 0, 1));   var zMat = new THREE.LineBasicMaterial({    color: 0x00ccff   });   var zAxis = new THREE.Line(zGeo, zMat);   scene.add(zAxis);  } </script></html>

本文的内容到这就结束了,文章通过详细实例及图片介绍了Three.js中的网格,希望本文对大家学习Three.js有所帮助。

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