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Copy path7.顶点位置设置与几何体本质.html
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7.顶点位置设置与几何体本质.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<script src="./lib/three.js"></script>
<script src="./lib/OrbitControls.js"></script>
</head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建模型
*/
var geometry = new THREE.BufferGeometry(); //创建一个Buffer类型几何体对象,自定义几何体
//类型数组创建顶点数据,三个点确定一个面网格是根据三角形来定义每个面的
var vertices = new Float32Array([
0, 0, 0, //顶点1坐标
50, 0, 0, //顶点2坐标
0, 100, 0, //顶点3坐标
0, 0, 10, //顶点4坐标
0, 0, 100, //顶点5坐标
50, 0, 10, //顶点6坐标
]);
var attributes = new THREE.BufferAttribute(vertices, 3); //3个为一组,表示一个顶点的xyz坐标
// 设置几何体attributes属性的位置属性
geometry.attributes.position = attributes;
var material = new THREE.MeshBasicMaterial({
color: 0x0000ff,
side: THREE.DoubleSide //两面可见
}); //网格材质对象Material
var materialPoints = new THREE.PointsMaterial({
color: 0x0000ff,
size: 10.0//点对象像素尺寸
}); //点材质对象Material
var materialLine = new THREE.LineBasicMaterial({
color: 0x0000ff,
}); //线材质对象Material
var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
//var mesh = new THREE.Points(geometry, materialPoints);//点模型对象Mesh
//var mesh = new THREE.Line(geometry, materialLine);//线模型对象Mesh
scene.add(mesh); //网格模型添加到场景中
var axisHelper = new THREE.AxisHelper(250);
scene.add(axisHelper);
/**
* 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(不用添加到场景中)
*/
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 = 200; //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
function render(){
renderer.render(scene, camera);
requestAnimationFrame(render)
}
render()
var controls = new THREE.OrbitControls(camera, renderer.domElement)
</script>
</body>
</html>