专栏目录请点击
DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>源码对应电子书:百度"three.js 郭隆邦"title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
style>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js">script>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/examples/js/controls/OrbitControls.js">script>
head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry
var p1 = new THREE.Vector3(50, 0, 0); //顶点1坐标
var p2 = new THREE.Vector3(0, 70, 0); //顶点2坐标
var p3 = new THREE.Vector3(80, 70, 0); //顶点3坐标
//顶点坐标添加到geometry对象
geometry.vertices.push(p1, p2, p3);
//材质对象
var material = new THREE.LineBasicMaterial({
color: 0xffff00
});
//线条模型对象
var line = new THREE.Line(geometry, material);
scene.add(line); //线条对象添加到场景中
// 辅助坐标系
var AxesHelper = new THREE.AxesHelper(250);
scene.add(AxesHelper);
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 150; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height); //设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
// 渲染函数
function render() {
renderer.render(scene, camera); //执行渲染操作
}
render();
//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性
var controls = new THREE.OrbitControls(camera, renderer.domElement);
//监听鼠标事件,触发渲染函数,更新canvas画布渲染效果
controls.addEventListener('change', render);
script>
body>
html>
他渲染出来的是这个样子
var geometry = new THREE.Geometry();
var p1 = new THREE.Vector3(50, 0, 0); //顶点1坐标
var p2 = new THREE.Vector3(0, 70, 0); //顶点2坐标
var p3 = new THREE.Vector3(80, 70, 0); //顶点3坐标
//顶点坐标添加到geometry对象
geometry.vertices.push(p1, p2, p3);
我们以上面的代码为基础,加上以下代码
// Color对象表示顶点颜色数据
var color1 = new THREE.Color(0x00ff00); //顶点1颜色——绿色
var color2 = new THREE.Color(0xff0000); //顶点2颜色——红色
var color3 = new THREE.Color(0x0000ff); //顶点3颜色——蓝色
//顶点颜色数据添加到geometry对象
geometry.colors.push(color1, color2, color3);
//材质对象
var material = new THREE.LineBasicMaterial({
// color: 0xffff00
vertexColors: THREE.VertexColors, //以顶点颜色为准
});
渲染结果
BufferGeometry.attributes.color
是等价的geometry.colors
,对于网格模型Mesh是无效的,对于点、线模型有效几何体Geometry的三角面属性geometry.faces
和缓冲类型几何体BufferGeometry顶点索引属性BufferGeometry.index
相同,用来组织网络模型三角形的绘制
DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>源码对应电子书:百度"three.js 郭隆邦"title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
style>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js">script>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/examples/js/controls/OrbitControls.js">script>
head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry
var p1 = new THREE.Vector3(0, 0, 0); //顶点1坐标
var p2 = new THREE.Vector3(0, 100, 0); //顶点2坐标
var p3 = new THREE.Vector3(50, 0, 0); //顶点3坐标
var p4 = new THREE.Vector3(0, 0, 100); //顶点4坐标
//顶点坐标添加到geometry对象
geometry.vertices.push(p1, p2, p3, p4);
// Face3构造函数创建一个三角面
var face1 = new THREE.Face3(0, 1, 2);
//三角面每个顶点的法向量
var n1 = new THREE.Vector3(0, 0, -1); //三角面Face1顶点1的法向量
var n2 = new THREE.Vector3(0, 0, -1); //三角面2Face2顶点2的法向量
var n3 = new THREE.Vector3(0, 0, -1); //三角面3Face3顶点3的法向量
// 设置三角面Face3三个顶点的法向量
face1.vertexNormals.push(n1, n2, n3);
// 三角面2
var face2 = new THREE.Face3(0, 2, 3);
// 设置三角面法向量
face2.normal = new THREE.Vector3(0, -1, 0);
//三角面face1、face2添加到几何体中
geometry.faces.push(face1, face2);
//材质对象
var material = new THREE.MeshLambertMaterial({
color: 0xffff00,
side: THREE.DoubleSide//两面可见
});
//网格模型对象
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh); //网格模型对象添加到场景中
// 辅助坐标系
var AxesHelper = new THREE.AxesHelper(250);
scene.add(AxesHelper);
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 150; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height); //设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
// 渲染函数
function render() {
renderer.render(scene, camera); //执行渲染操作
}
render();
//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性
var controls = new THREE.OrbitControls(camera, renderer.domElement);
//监听鼠标事件,触发渲染函数,更新canvas画布渲染效果
controls.addEventListener('change', render);
script>
body>
html>
上面代码的展示效果如下
var p1 = new THREE.Vector3(0, 0, 0); //顶点1坐标
var p2 = new THREE.Vector3(0, 100, 0); //顶点2坐标
var p3 = new THREE.Vector3(50, 0, 0); //顶点3坐标
var p4 = new THREE.Vector3(0, 0, 100); //顶点4坐标
geometry.vertices.push(p1, p2, p3,p4);
var face1 = new THREE.Face3(0, 1, 2);
var face2 = new THREE.Face3(0, 2, 3);
// 三角面2
var face2 = new THREE.Face3(0, 2, 3);
// 设置三角面法向量
face2.normal=new THREE.Vector3(0, -1, 0);
2. 一种是定义三角形三个顶点的法线方向数据来表示法线方向
// Face3构造函数创建一个三角面
var face1 = new THREE.Face3(0, 1, 2);
//三角面每个顶点的法向量
var n1 = new THREE.Vector3(0, 0, -1); //三角面Face1顶点1的法向量
var n2 = new THREE.Vector3(0, 0, -1); //三角面2Face2顶点2的法向量
var n3 = new THREE.Vector3(0, 0, -1); //三角面3Face3顶点3的法向量
// 设置三角面Face3三个顶点的法向量
face1.vertexNormals.push(n1,n2,n3);
// 三角形1颜色
face1.color = new THREE.Color(0xffff00);
// 设置三角面face1三个顶点的颜色
face1.color = new THREE.Color(0xff00ff);
或者,我们可以设置三个顶点的颜色
face1.vertexColors = [
new THREE.Color(0xffff00),
new THREE.Color(0xff00ff),
new THREE.Color(0x00ffff),
]
使用顶点数据的时候,注意设置材质的属性vertexColors
属性值为THREE.VertexColors