threeJS22-geometry-buffergeometry-lines

版权声明:本博客只做技术交流使用 https://blog.csdn.net/weixin_39452320/article/details/85719045

需要电子档书籍或者源码可以Q群:828202939   希望可以和大家一起学习、一起进步!!

如有错别字或有理解不到位的地方,可以留言或者加微信15250969798,博主会及时修改!!!!!

涉及的知识点博主已经从three源码库里面摘要出来放在对应的注释里面!

本案例是根据线管组合成一个立方体

效果图:

代码:

<html>
 
<head>
    <title>threeJS22-geometry-buffergeometry-lines</title>
    <style>
        body {
            background-color: #000;
            margin: 0px;
            overflow: hidden;
        }
 
        #WebGL {
            width: 100%;
            height: 100%;
            position: absolute;
            left: 0;
            top: 0;
            z-index: 999;
        }
    </style>
</head>
 
<body>
    <script src="http://libs.baidu.com/jquery/2.0.0/jquery.js"></script>
    <script src="../../../build/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <div id="WebGL"></div>
    <script>
        'use strict';
        var container, camera, scene, renderer, geometry, material, animate, controls; //常用变量
        var spotLight, mshStdBox, mesh; //自定义对象变量
        var target = new THREE.Vector3(0, 30, 0);
        var webGLW = $('#WebGL').width();
        var webGLH = $('#WebGL').height();
        init();
        animate();
 
        function init() {
            container = document.getElementById('WebGL');
            scene = new THREE.Scene();
            // scene.background = new THREE.Color(0xcfcfcf);
            // scene.fog = new THREE.Fog(0xa0a0a0, 200, 1000); //雾
            camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 4000);
            camera.position.set(0, 60, -1000);
            camera.lookAt(target);
 
            var ambient = new THREE.AmbientLight(0xffffff);
            scene.add(ambient);
 
            lights(); //灯光:聚光灯
            // lightsHelper(spotLight); //灯光显示助手
            // plane() //// 地面
            loadModel(); //添加模型
            rendererScene(); //场景渲染
            OrbitControls(camera, renderer); //OrbitControls控件模块,90版本鼠标右键上下是移动,96版本之后右键上下是缩放
            window.addEventListener('resize', onWindowResize, false); //监听屏幕变化
 
        }
 
        function plane() {
            // 地面
            let grid_mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2000, 2000), new THREE.MeshPhongMaterial({
                color: 0x999999,
                depthWrite: false
            }));
            grid_mesh.rotation.x = -Math.PI / 2;
            grid_mesh.receiveShadow = true;
            scene.add(grid_mesh);
            var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
            grid.material.opacity = 0.2;
            grid.material.transparent = true;
            scene.add(grid);
        }
 
        function lights() {
            //  SpotLight( color:颜色, intensity:强度, distance:发光距离, angle:角度, penumbra:边缘范围, decay:衰减 )
            spotLight = new THREE.SpotLight(0xffffff, 1);
            spotLight.position.set(10, 120, -30);
            spotLight.angle = Math.PI / 4;
            spotLight.penumbra = 0.05; //边缘范围,反比
            spotLight.decay = 2; //衰减系数,反比
            spotLight.distance = 400; //发光距离
            spotLight.castShadow = true; //阴影
            spotLight.shadow.mapSize.width = 1024;
            spotLight.shadow.mapSize.height = 1024;
            spotLight.shadow.camera.near = 10; //近截面
            spotLight.shadow.camera.far = 250;
            scene.add(spotLight);
        }
 
        function lightsHelper(lightsObject) {
            // 聚光灯显示助手SpotLightHelper( light:灯光, color:颜色 )
            var lightHelper = new THREE.SpotLightHelper(lightsObject, 0xdfdfdf);
            scene.add(lightHelper);
            var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(200, 200), new THREE.MeshPhongMaterial({
                color: 0x9cfcf99,
                depthWrite: false
            }));
            mesh.rotation.x = -Math.PI / 2;
            mesh.position.set(0, -20, 0)
            mesh.receiveShadow = true;
            scene.add(mesh);
        }
 
        function loadModel() { //模型
            var segments = 10000;
				var geometry = new THREE.BufferGeometry();
				var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
				var positions = [];
				var colors = [];
				var r = 500;
				for ( var i = 0; i < segments; i ++ ) {
					var x = Math.random() * r - r / 2;
					var y = Math.random() * r - r / 2;
					var z = 100+Math.random() * r - r / 2;
					// 位置随机
					positions.push( x, y, z );
					// 颜色随机
					colors.push( ( x / r ) + 0.5 );
					colors.push( ( y / r ) + 0.5 );
					colors.push( ( z / r ) + 0.5 );
				}
				geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
				geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
				geometry.computeBoundingSphere();
				mesh = new THREE.Line( geometry, material );
				scene.add( mesh );
 
 
 
        }
 
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
 
            renderer.setSize(window.innerWidth, window.innerHeight);
 
        }
 
        function rendererScene() {
            renderer = new THREE.WebGLRenderer({
                antialias: true
            });
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            renderer.gammaInput = true;
            renderer.gammaOutput = true;
            container.appendChild(renderer.domElement);
        }
 
        function OrbitControls(camera, renderer) {
            //OrbitControls控件操作模块
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.target = target; //控制的target
            controls.autoRotate = true; //是否自动旋转
            controls.autoRotateSpeed = 0.5; //自动旋转速度,正比
        }
 
        function animate() {
            requestAnimationFrame(animate);
            if (controls) controls.update();
            renderer.render(scene, camera);
        };
    </script>
</body>
 
</html>

猜你喜欢

转载自blog.csdn.net/weixin_39452320/article/details/85719045