一 基础几何体
1 二维图形:二维图形都是基于x和y轴构建的,即展示的形式就是他们都是“直立”的,如果希望这些二维图形躺下,则需要将几何体沿着x轴向后旋转1/4圈
mesh.rotation.x=-Math.PI/2;
1.1 PlaneGeometry:平面几何体 new THREE.PlaneGeometry(width,height,widthSegments,heightSegments)
<!DOCTYPE html> <html> <head> <title>Example 05.01 - Basic 2D geometries - Plane</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { //var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; //宽 高,宽度分为几段,长度分为几段 var plane = createMesh(new THREE.PlaneGeometry(10, 14, 4, 4)); // add the sphere to the scene scene.add(plane); // position and point the camera to the center of the scene camera.position.x = -20; camera.position.y = 30; camera.position.z = 40; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); scene.add(spotLight); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial //初始控制器的宽和高展示的是上面我们new THREE.Plane的宽和高 //所以我们使用对象plane来获取其宽和高以及宽度的段数和高度的段数 this.width = plane.children[0].geometry.parameters.width; this.height = plane.children[0].geometry.parameters.height; this.widthSegments = plane.children[0].geometry.parameters.widthSegments; this.heightSegments = plane.children[0].geometry.parameters.heightSegments; this.redraw = function () { // remove the old plane scene.remove(plane); // create a new one plane = createMesh(new THREE.PlaneGeometry(controls.width, controls.height, Math.round(controls.widthSegments), Math.round(controls.heightSegments))); // add it to the scene. scene.add(plane); }; }; var gui = new dat.GUI(); gui.add(controls, 'width', 0, 40).onChange(controls.redraw); gui.add(controls, 'height', 0, 40).onChange(controls.redraw); gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw); gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw); render(); function createMesh(geom) { // 生成一个法向量材质 var meshMaterial = new THREE.MeshNormalMaterial(); //几何体的两面都应用该材质 meshMaterial.side = THREE.DoubleSide; //生成一个基础材质,即赋予几何体一种简单的颜色或者线框 var wireFrameMat = new THREE.MeshBasicMaterial(); //看来基础材质在此处的作用是线框 wireFrameMat.wireframe = true; // create a multimaterial //一种几何体应用多种材质THREE.SceneUtils.createMultiMaterialObject var plane = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return plane; } function render() { //stats.update(); plane.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } } window.onload = init; </script> </body> </html>
1.2 CircleGeometry:二维圆/部分圆:new THREE.CircleGeometry(radius,segment,thetaStart开始角度,thetaLength角度)
<!DOCTYPE html> <html> <head> <title>Example 05.02 - Basic 2D geometries - Circle</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var circle = createMesh(new THREE.CircleGeometry(4, 10, 0, Math.PI * 2)); // add the sphere to the scene scene.add(circle); // position and point the camera to the center of the scene camera.position.x = -20; camera.position.y = 30; camera.position.z = 40; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); scene.add(spotLight); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial //console.log(circle.children[0].geometry); this.radius =circle.children[0].geometry.parameters.radius; this.thetaStart =circle.children[0].geometry.parameters.thetaStart; this.thetaLength =circle.children[0].geometry.parameters.thetaLength; this.segments =circle.children[0].geometry.parameters.segments; this.redraw = function () { // remove the old plane scene.remove(circle); // create a new one circle = createMesh(new THREE.CircleGeometry(controls.radius, controls.segments, controls.thetaStart, controls.thetaLength)); // add it to the scene. scene.add(circle); }; }; var gui = new dat.GUI(); gui.add(controls, 'radius', 0, 40).onChange(controls.redraw); gui.add(controls, 'segments', 0, 40).onChange(controls.redraw); gui.add(controls, 'thetaStart', 0, 2 * Math.PI).onChange(controls.redraw); gui.add(controls, 'thetaLength', 0, 2 * Math.PI).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); //将该二维圆形“放倒” mesh.rotation.x=-Math.PI/2 return mesh; } function render() { stats.update(); circle.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
1.3 塑形平面:ShapeGeometry
使用ShapeGeometry定制图形,必须使用shape的绘制函数,下面我们先介绍一下绘制函数
Shape对象(注意与ShapGeometry对象的区别)的绘图函数
函数名称 | 描述 |
moveTo | 将绘图点移动到某个位置 |
lineTo | /从当前位置绘制一条直线到指定的x,y处 |
quadraticCurveTo(acPx,acPy) | 二次曲线 |
bezierCurveTo(acPx1,acPy1,acPx2,acPy2,x,y) | 贝塞尔曲线
|
splineThru(数组集合) | 沿着所给定的点,绘制一条光滑的曲线,参数是一个THREE.Vector2的数组 |
arc(ax,ay,aRdius,aStartAngle,aEndAngle,aClockwise) |
ax,ay用来指定圆心与当前位置之间的偏移量, aRadius半径, aStartAngle,aEndAngle开始与结束的弧长, 以及aClockwise顺/逆时针 |
makeGeometry | 该函数从Shape对象返回一个ShapeGeometry对象 |
createPointsGeometry(divisions) |
将图形转换为一个点集,参数为返回点的数量,该值越高,返回的点越多,再次绘制图形时曲线越光滑 参数divisions会分别应用到路径的每一个部分 |
createSpacedPointsGeometry(divisions) | 与createPointsGeometry函数功能相同,但是该方法的参数会一次性的应用到整个路径上 |
<!DOCTYPE html> <html> <head> <title>Example 05.03 - Basic 2D geometries - Shape</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var shape=drawShape();//此处返回的是Shape对象 var shapeGeo=new THREE.ShapeGeometry(shape);//Shape对象是作为参数传递给ShapeGeometry对象的构造函数的 var shapeMesh = createMesh(shapeGeo);//几何体与材质相结合生成一个网格 // add the sphere to the scene scene.add(shapeMesh);//将网格追加到场景中 // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 70; camera.position.z = 70; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); scene.add(spotLight); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { this.asGeom = function () { // remove the old plane scene.remove(shapeMesh); // create a new one
//注意shape,shapGeometry的关系 var shape=drawShape(); var shapeGeo=new THREE.ShapeGeometry(shape); shapeMesh = createMesh(shapeGeo); // add it to the scene. scene.add(shapeMesh); }; this.asPoints = function () { // remove the old plane scene.remove(shapeMesh); // create a new one var shapeMesh = createLine(drawShape(), false); // add it to the scene. scene.add(shapeMesh); }; this.asSpacedPoints = function () { // remove the old plane scene.remove(shapeMesh); // create a new one shapeMesh = createLine(drawShape(), true); // add it to the scene. scene.add(shapeMesh); }; }; var gui = new dat.GUI(); gui.add(controls, 'asGeom'); gui.add(controls, 'asPoints'); gui.add(controls, 'asSpacedPoints'); render(); function drawShape() { // create a basic shape var shape = new THREE.Shape(); // startpoint开始的点 shape.moveTo(10, 10); // straight line upwards 沿着开始点画直线 shape.lineTo(10, 40); // the top of the figure, curve to the right 绘制贝塞尔曲线 shape.bezierCurveTo(15, 25, 25, 25, 30, 40); // spline back down 沿着所提供的坐标集合绘制一条光滑的曲线,起始点是当前所在的位置 shape.splineThru( [new THREE.Vector2(32, 30), new THREE.Vector2(28, 20), new THREE.Vector2(30, 10), ]); // curve at the bottom,绘制二次曲线 shape.quadraticCurveTo(20, 15, 10, 10); // add 'eye' hole one var hole1 = new THREE.Path(); //绘制圆弧 hole1.absellipse(16, 24, 2, 3, 0, Math.PI * 2, true); shape.holes.push(hole1); // add 'eye hole 2' var hole2 = new THREE.Path(); hole2.absellipse(23, 24, 2, 3, 0, Math.PI * 2, true); shape.holes.push(hole2); // add 'mouth' var hole3 = new THREE.Path(); hole3.absarc(20, 16, 2, 0, Math.PI, true); shape.holes.push(hole3); //Shape对象的makeGeometry方法,用于返回一个几何体 console.log(shape.makeGeometry()); return shape; } function createMesh(geom) { //console.log(geom); // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function createLine(shape, spaced) { console.log(shape); if (!spaced) { var mesh = new THREE.Line(shape.createPointsGeometry(10), new THREE.LineBasicMaterial({ color: 0xff3333, linewidth: 2 })); return mesh; } else { //three.js的该方法错误createSpacedPointsGeometry var points=shape.createSpacedPointsGeometry(3); var mesh = new THREE.Line(points, new THREE.LineBasicMaterial({ color: 0xff3333, linewidth: 2 })); return mesh; } } function render() { //stats.update(); shapeMesh.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } } window.onload = init; </script> </body> </html>
二、三维几何体
2.1 BoxGeometry:立方体 new THREE.BoxGeometry(width,height,depth,widthSegements,heightSegements,depthSegements)
<!DOCTYPE html> <html> <head> <title>Example 05.04 - Basic 2D geometries - Cube</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var cube = createMesh(new THREE.BoxGeometry(10, 10, 10, 1, 1, 1)); // add the sphere to the scene scene.add(cube); // position and point the camera to the center of the scene camera.position.x = -20; camera.position.y = 30; camera.position.z = 40; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); scene.add(spotLight); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { this.width = cube.children[0].geometry.parameters.width; this.height = cube.children[0].geometry.parameters.height; this.depth = cube.children[0].geometry.parameters.depth; this.widthSegments = cube.children[0].geometry.parameters.widthSegments; this.heightSegments = cube.children[0].geometry.parameters.heightSegments; this.depthSegments = cube.children[0].geometry.parameters.depthSegments; this.redraw = function () { // remove the old plane scene.remove(cube); // create a new one cube = createMesh(new THREE.BoxGeometry(controls.width, controls.height, controls.depth, Math.round(controls.widthSegments), Math.round(controls.heightSegments), Math.round(controls.depthSegments))); // add it to the scene. scene.add(cube); }; }; var gui = new dat.GUI(); gui.add(controls, 'width', 0, 40).onChange(controls.redraw); gui.add(controls, 'height', 0, 40).onChange(controls.redraw); gui.add(controls, 'depth', 0, 40).onChange(controls.redraw); gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw); gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw); gui.add(controls, 'depthSegments', 0, 10).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function render() { stats.update(); cube.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
2.2 SphereGeometry球体
参数:radius半径,
widthSegements竖直方向分段,
heightSegments水平方向分段,
phiStart从x轴的什么地方开始绘制0-2*pi,
phiLength绘制多少弧度,
thetaStart从y轴的什么地方开始绘制,
thetaLength绘制多少弧度
<!DOCTYPE html> <html> <head> <title>Example 05.05 - Basic 3D geometries - Sphere</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var sphere = createMesh(new THREE.SphereGeometry(4, 10, 10)); // add the sphere to the scene scene.add(sphere); // position and point the camera to the center of the scene camera.position.x = -20; camera.position.y = 30; camera.position.z = 40; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial this.radius = sphere.children[0].geometry.parameters.radius; this.widthSegments = sphere.children[0].geometry.parameters.widthSegments; this.heightSegments = sphere.children[0].geometry.parameters.heightSegments; this.phiStart = 0; this.phiLength = Math.PI * 2; this.thetaStart = 0; this.thetaLength = Math.PI; this.redraw = function () { // remove the old plane scene.remove(sphere); // create a new one
var r=controls.radius;
var ws=controls.widthSegments;
var hs= controls.heightSegments;
var ps=controls.phiStart;
var pl=controls.phiLength;
var ts=controls.thetaStart;
var tl=controls.thetaLength
var geo=new THREE.SphereGeometry(r, ws,hs , ps,pl , ts,tl )
sphere = createMesh(geo); // add it to the scene. scene.add(sphere); }; }; var gui = new dat.GUI(); gui.add(controls, 'radius', 0, 40).onChange(controls.redraw); gui.add(controls, 'widthSegments', 0, 20).onChange(controls.redraw); gui.add(controls, 'heightSegments', 0, 20).onChange(controls.redraw); gui.add(controls, 'phiStart', 0, 2 * Math.PI).onChange(controls.redraw); gui.add(controls, 'phiLength', 0, 2 * Math.PI).onChange(controls.redraw); gui.add(controls, 'thetaStart', 0, 2 * Math.PI).onChange(controls.redraw); gui.add(controls, 'thetaLength', 0, 2 * Math.PI).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function render() { stats.update(); sphere.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
2.3 CylinderGeometry:构建圆柱体
参数:radiusTop:圆柱顶部的半径
radiusBottom:圆柱底部的半径
height:圆柱体的高度
segmentsX:沿x轴,即竖向分割为多少段
segmentsY:沿Y轴,即横向分割为多少段
openEnded:网格顶部和底部是否封闭
<!DOCTYPE html> <html> <head> <title>Example 05.07 - Basic 3D geometries - Cylinder</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var cylinder = createMesh(new THREE.CylinderGeometry(20, 20, 20)); // add the sphere to the scene scene.add(cylinder); // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 50; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial this.radiusTop = 20; this.radiusBottom = 20; this.height = 20; this.radialSegments = 8; this.heightSegments = 8; this.openEnded = false; this.redraw = function () { // remove the old plane scene.remove(cylinder); // create a new one var rt=controls.radiusTop;//圆柱顶部的半径,可以为负数 var rb=controls.radiusBottom;//圆柱底部的半径 var h=controls.height;//圆柱体的高度 var rs=controls.radialSegments;//圆柱体竖向的段数 var hs=controls.heightSegments;//圆柱体横向的段数 var oe=controls.openEnded;//圆柱体的底部和顶部是否封闭 cylinder = createMesh(new THREE.CylinderGeometry(rt, rb, h,rs , hs,oe )); // add it to the scene. scene.add(cylinder); }; }; var gui = new dat.GUI(); gui.add(controls, 'radiusTop', -40, 40).onChange(controls.redraw); gui.add(controls, 'radiusBottom', -40, 40).onChange(controls.redraw); gui.add(controls, 'height', 0, 40).onChange(controls.redraw); gui.add(controls, 'radialSegments', 1, 20).step(1).onChange(controls.redraw); gui.add(controls, 'heightSegments', 1, 20).step(1).onChange(controls.redraw); gui.add(controls, 'openEnded').onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function render() { stats.update(); cylinder.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
2.4 圆环RingGeometry:类似于甜甜圈
参数:radius:半径,整个圆环的半径
tube:圆环的半径,注意与radius的区别
radialSegments:沿圆环长度方向分割的段数
tubularSegments:沿圆环宽度方向分割的段数
arc:绘制多少圆环,即是否为2*pi
<!DOCTYPE html> <html> <head> <title>Example 05.09 - Basic 3D geometries - Ring</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var torus = createMesh(new THREE.RingGeometry()); // add the sphere to the scene scene.add(torus); // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 50; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial this.innerRadius = 0; this.outerRadius = 50; this.thetaSegments = 8; this.phiSegments = 8; this.thetaStart = 0; this.thetaLength = Math.PI * 2; this.redraw = function () { // remove the old plane scene.remove(torus); // create a new one var ir=controls.innerRadius; var or=controls.outerRadius; var tseg=controls.thetaSegments; var ps=controls.phiSegments; var ts=controls.thetaStart; var tl=controls.thetaLength; torus = createMesh(new THREE.RingGeometry(ir,or ,tseg ,ps , ts, tl)); // add it to the scene. scene.add(torus); }; }; var gui = new dat.GUI(); gui.add(controls, 'innerRadius', 0, 40).onChange(controls.redraw); gui.add(controls, 'outerRadius', 0, 100).onChange(controls.redraw); gui.add(controls, 'thetaSegments', 1, 40).step(1).onChange(controls.redraw); gui.add(controls, 'phiSegments', 1, 20).step(1).onChange(controls.redraw); gui.add(controls, 'thetaStart', 0, Math.PI * 2).onChange(controls.redraw); gui.add(controls, 'thetaLength', 0, Math.PI * 2).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function render() { stats.update(); torus.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
2.5 TorusKnotGeometry环面纽结
参数:radius:半径
tube:环的实际半径
radialSegments:沿圆环长度方向分割的段数
tubularSegments:沿圆环宽度方向分割的段数
p:多久旋转一次
q:绕其内部旋转多少次
heightScale:通过该属性可以拉伸环面纽结
<!DOCTYPE html> <html> <head> <title>Example 05.08 - Basic 3D geometries - Torusknot</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var knot = createMesh(new THREE.TorusKnotGeometry(10, 1, 64, 8, 2, 3, 1)); // add the sphere to the scene scene.add(knot); // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 50; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial this.radius = knot.children[0].geometry.parameters.radius; this.tube = 0.3; this.radialSegments = knot.children[0].geometry.parameters.radialSegments; this.tubularSegments = knot.children[0].geometry.parameters.tubularSegments; this.p = knot.children[0].geometry.parameters.p; this.q = knot.children[0].geometry.parameters.q; this.heightScale = knot.children[0].geometry.parameters.heightScale; this.redraw = function () { // remove the old plane scene.remove(knot); // create a new one var r=controls.radius; var t=controls.tube; var rs=Math.round(controls.radialSegments); var ts=Math.round(controls.tubularSegments); var p=Math.round(controls.p); var q=Math.round(controls.q); var hs=controls.heightScale; knot = createMesh(new THREE.TorusKnotGeometry(r,t , rs, ts, p,q ,hs )); // add it to the scene. scene.add(knot); }; }; var gui = new dat.GUI(); gui.add(controls, 'radius', 0, 40).onChange(controls.redraw); gui.add(controls, 'tube', 0, 40).onChange(controls.redraw); gui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw); gui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw); gui.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw); gui.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw); gui.add(controls, 'heightScale', 0, 5).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial({}); meshMaterial.side = THREE.DoubleSide; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]); return mesh; } function render() { stats.update(); knot.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
2.6 多面体PolyhedronGeometry
参数:vertices顶点
faces:面
radius:多面体的半径,即大小,这里只是缩放,并不是真的改变坐标
detail:当该值为1时,x面体的每个面分割为x个面体,当参数为2时,在参数为1的基础上,再次将各个面分割为x面体,依次类推
<!DOCTYPE html> <html> <head> <title>Example 05.09 - Basic 3D geometries - Polyhedron</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we're looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var polyhedron = createMesh(new THREE.IcosahedronGeometry(10, 0)); // add the sphere to the scene scene.add(polyhedron); // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 50; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; // setup the control gui var controls = new function () { // we need the first child, since it's a multimaterial this.radius = 10; this.detail = 0; this.type = 'Icosahedron'; this.redraw = function () { // remove the old plane scene.remove(polyhedron); // create a new one switch (controls.type) { case 'Icosahedron': //正20面体 polyhedron = createMesh(new THREE.IcosahedronGeometry(controls.radius, controls.detail)); break; case 'Tetrahedron': //正四面体 polyhedron = createMesh(new THREE.TetrahedronGeometry(controls.radius, controls.detail)); break; case 'Octahedron': //正八面体 polyhedron = createMesh(new THREE.OctahedronGeometry(controls.radius, controls.detail)); break; case 'Dodecahedron': //正十二面体 polyhedron = createMesh(new THREE.DodecahedronGeometry(controls.radius, controls.detail)); break; case 'Custom': var vertices = [ 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1 ]; var indices = [ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 ]; polyhedron = createMesh(new THREE.PolyhedronGeometry(vertices, indices, controls.radius, controls.detail)); break; } // add it to the scene. scene.add(polyhedron); }; }; var gui = new dat.GUI(); gui.add(controls, 'radius', 0, 40).step(1).onChange(controls.redraw); gui.add(controls, 'detail', 0, 3).step(1).onChange(controls.redraw); gui.add(controls, 'type', ['Icosahedron', 'Tetrahedron', 'Octahedron', 'Dodecahedron', 'Custom']).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function render() { stats.update(); polyhedron.rotation.y = step += 0.01; // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>