ThreeJS geometry的顶点世界坐标

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<html lang="en">

	<head>
		<meta charset="UTF-8">
		<title></title>
		<style>
			body {
				margin: 0;
				overflow: hidden;
				/* 隐藏body窗口区域滚动条 */
			}
		</style>
		<!--引入three.js三维引擎-->
		<script src="../../three.js-master/build/three.js"></script>
		<!-- 引入threejs扩展控件OrbitControls.js -->
		<script src="../../three.js-master/examples/js/controls/OrbitControls.js"></script>
	</head>

	<body>
		<script>
			/**
			 * 创建场景对象Scene
			 */
			var scene = new THREE.Scene();
			let geometry3 = new THREE.PlaneGeometry(100, 100);
			let material3 = new THREE.MeshBasicMaterial({
				color: 0x00ff00,
				//side: THREE.DoubleSide
			});
			let rect = new THREE.Mesh(geometry3, material3);
			rect.rotateX(Math.PI/2); //x轴旋转90度
			
			
			
			scene.updateMatrixWorld(true);
			var worldPosition = new THREE.Vector3();
			rect.getWorldPosition(worldPosition)
			
			console.log('原始顶点坐标',rect.geometry.vertices);
			
			rect.geometry.vertices.forEach(el=>{				
				var vector = el.clone();
				vector.applyMatrix4( rect.matrixWorld );
				console.log('旋转后的顶点世界坐标',vector);
			});
			
			scene.add(rect);
console.log(rect.toJSON());


			// 			// 辅助坐标系   老版本AxisHelper 新版本AxesHelper
			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
			 */
			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);
			//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>

  参考:

http://www.yanhuangxueyuan.com/Three.js_course/first.html

http://techbrood.com/zh/news/webgl/three_js-%E5%AF%B9%E8%B1%A1%E5%B1%80%E9%83%A8%E5%9D%90%E6%A0%87%E8%BD%AC%E6%8D%A2%E4%B8%BA%E4%B8%96%E7%95%8C%E5%9D%90%E6%A0%87.html

From:https://www.cnblogs.com/xuejianxiyang/p/9706789.html

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转载自blog.csdn.net/u011927449/article/details/107749204