Three.js利用顶点绘制立方体的方法详解

之前我们在学些WebGL基础的时候每天都是在一直研究顶点位置,法向量,绘制下标什么的。虽然复杂,但是毕竟原生,性能没得说。

three.js也给我们提供了相关的接口供我们使用原生的方法绘制模型,下面话不多说了,来一起看看详细的介绍吧。

下面是我的个人一个案例。

首先,我创建了一个空白的形状:

//立方体 var cubeGeometry = new THREE.Geometry();

立方体的形状如下:

// 创建一个立方体 // v6----- v5 // /| /| // v1------v0| // | | | | // | |v7---|-|v4 // |/ |/ // v2------v3

然后添加了立方体的顶点,一共8个

//创建立方体的顶点 var vertices = [ new THREE.Vector3(10, 10, 10), //v0 new THREE.Vector3(-10, 10, 10), //v1 new THREE.Vector3(-10, -10, 10), //v2 new THREE.Vector3(10, -10, 10), //v3 new THREE.Vector3(10, -10, -10), //v4 new THREE.Vector3(10, 10, -10), //v5 new THREE.Vector3(-10, 10, -10), //v6 new THREE.Vector3(-10, -10, -10) //v7 ]; cubeGeometry.vertices = vertices;

接着通过顶点的坐标生成了立方体的面

//创建立方的面 var faces=[ new THREE.Face3(0,1,2), new THREE.Face3(0,2,3), new THREE.Face3(0,3,4), new THREE.Face3(0,4,5), new THREE.Face3(1,6,7), new THREE.Face3(1,7,2), new THREE.Face3(6,5,4), new THREE.Face3(6,4,7), new THREE.Face3(5,6,1), new THREE.Face3(5,1,0), new THREE.Face3(3,2,7), new THREE.Face3(3,7,4) ]; cubeGeometry.faces = faces;

在这里需要注意:

(1)面是由三个顶点组成的一个三角形面,也是WebGL的实现面的方式。如果需要一个长方形,那就需要由两个三角形组合而成。

(2)如果要绘制的面是朝向相机的,那这个面的顶点的书写方式是逆时针绘制的,比如图上模型的第一个面的添加里面书写的是(0,1,2)。

(3)如果能使模型有灯光的效果,还需要设置法向量,让three.js自动生成即可,如下

//生成法向量 cubeGeometry.computeFaceNormals();

当前的这些步骤只是生成了形状,还需要和以前一样设置一个纹理,再通过THTEE.Mesh()方法生成网格

var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff}); cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

这样就实现了一个立方体的绘制:

Three.js利用顶点绘制立方体的方法详解

全部代码如下:

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> <style type="text/css"> html, body { margin: 0; height: 100%; } canvas { display: block; } </style> </head> <body> </body> <script src="https://www.jb51.net/build/three.js"></script> <script src="https://www.jb51.net/examples/js/controls/OrbitControls.js"></script> <script src="https://www.jb51.net/examples/js/libs/stats.min.js"></script> <script src="https://www.jb51.net/examples/js/libs/dat.gui.min.js"></script> <script> var renderer; function initRender() { renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize(window.innerWidth, window.innerHeight); //告诉渲染器需要阴影效果 renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap document.body.appendChild(renderer.domElement); } var camera; function initCamera() { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 40, 100); camera.lookAt(new THREE.Vector3(0, 0, 0)); } var scene; function initScene() { scene = new THREE.Scene(); } //初始化dat.GUI简化试验流程 var gui; function initGui() { //声明一个保存需求修改的相关数据的对象 gui = { lightY: 30, //灯光y轴的位置 cubeX: 25, //立方体的x轴位置 cubeY: 10, //立方体的x轴位置 cubeZ: -5 //立方体的z轴的位置 }; var datGui = new dat.GUI(); //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值) datGui.add(gui, "lightY", 0, 100); datGui.add(gui, "cubeX", -30, 30); datGui.add(gui, "cubeY", -30, 30); datGui.add(gui, "cubeZ", -30, 30); } var light; function initLight() { scene.add(new THREE.AmbientLight(0x444444)); light = new THREE.PointLight(0xffffff); light.position.set(15, 30, 10); //告诉平行光需要开启阴影投射 light.castShadow = true; scene.add(light); } var cube; function initModel() { //辅助工具 var helper = new THREE.AxisHelper(10); scene.add(helper); // 创建一个立方体 // v6----- v5 // /| /| // v1------v0| // | | | | // | |v7---|-|v4 // |/ |/ // v2------v3 //立方体 var cubeGeometry = new THREE.Geometry(); //创建立方体的顶点 var vertices = [ new THREE.Vector3(10, 10, 10), //v0 new THREE.Vector3(-10, 10, 10), //v1 new THREE.Vector3(-10, -10, 10), //v2 new THREE.Vector3(10, -10, 10), //v3 new THREE.Vector3(10, -10, -10), //v4 new THREE.Vector3(10, 10, -10), //v5 new THREE.Vector3(-10, 10, -10), //v6 new THREE.Vector3(-10, -10, -10) //v7 ]; cubeGeometry.vertices = vertices; //创建立方的面 var faces=[ new THREE.Face3(0,1,2), new THREE.Face3(0,2,3), new THREE.Face3(0,3,4), new THREE.Face3(0,4,5), new THREE.Face3(1,6,7), new THREE.Face3(1,7,2), new THREE.Face3(6,5,4), new THREE.Face3(6,4,7), new THREE.Face3(5,6,1), new THREE.Face3(5,1,0), new THREE.Face3(3,2,7), new THREE.Face3(3,7,4) ]; cubeGeometry.faces = faces; //生成法向量 cubeGeometry.computeFaceNormals(); var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff}); cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.position.x = 25; cube.position.y = 5; cube.position.z = -5; //告诉立方体需要投射阴影 cube.castShadow = true; scene.add(cube); //底部平面 var planeGeometry = new THREE.PlaneGeometry(100, 100); var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa}); var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.rotation.x = -0.5 * Math.PI; plane.position.y = -0; //告诉底部平面需要接收阴影 plane.receiveShadow = true; scene.add(plane); } //初始化性能插件 var stats; function initStats() { stats = new Stats(); document.body.appendChild(stats.dom); } //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放 var controls; function initControls() { controls = new THREE.OrbitControls(camera, renderer.domElement); // 如果使用animate方法时,将此函数删除 //controls.addEventListener( 'change', render ); // 使动画循环使用时阻尼或自转 意思是否有惯性 controls.enableDamping = true; //动态阻尼系数 就是鼠标拖拽旋转灵敏度 //controls.dampingFactor = 0.25; //是否可以缩放 controls.enableZoom = true; //是否自动旋转 controls.autoRotate = false; //设置相机距离原点的最远距离 controls.minDistance = 50; //设置相机距离原点的最远距离 controls.maxDistance = 200; //是否开启右键拖拽 controls.enablePan = true; } function render() { renderer.render(scene, camera); } //窗口变动触发的函数 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); render(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { //更新控制器 render(); //更新性能插件 stats.update(); //更新相关位置 light.position.y = gui.lightY; cube.position.x = gui.cubeX; cube.position.y = gui.cubeY; cube.position.z = gui.cubeZ; controls.update(); requestAnimationFrame(animate); } function draw() { initGui(); initRender(); initScene(); initCamera(); initLight(); initModel(); initControls(); initStats(); animate(); window.onresize = onWindowResize; } </script> </html>

总结

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