Three.js lesson 1 建立一个球体


(文章来源一个日本鬼子)
<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>Three.js Lesson</title>
        <!--引入Three.js-->
        <script src="../src/Three.js"></script>
        <style type="text/css">
            div#canvas3d{
                  border: none;
                  cursor: move;
                  width: 1400px;
                  height: 600px;
                  background-color: #EEEEEE;
                }
        </style>
        <script  type="text/javascript" defer="defer">
        //开启Three.js渲染器
            var renderer;
            function initThree(){
                width = document.getElementById('canvas3d').clientWidth;
                height = document.getElementById('canvas3d').clientHeight;
                //生成渲染器对象(属性:抗锯齿效果为设置有效)
                renderer = new THREE.WebGLRenderer({antialias: true});
                renderer.setSize(width, height);
                //追加 【canvas】 元素到 【canvas3d】 元素中。
                document.getElementById('canvas3d').appendChild(renderer.domElement);
                renderer.setClearColorHex(0xFFFFFF, 1.0);
            }
            
             //设置相机
             var camera;
             function initCamera(){
                //设置透视投影的相机,默认情况下相机的上方向为Y轴,右方向为X轴,沿着Z轴朝里
                camera = new THREE.PerspectiveCamera(45, width/height, 1, 5000);//(视野角:fov 纵横比:aspect 相机离视体积最近的距离:near 相机离视体积最远的距离:far)
                
                //位置坐标
                camera.position.x = 0;
                camera.position.y = 50;
                camera.position.z = 100;
                //轴方向
                camera.up.x = 0;
                camera.up.y = 1;
                camera.up.z = 0;
                //视野中心坐标
                camera.lookAt({
                    x : 0,
                    y : 0,
                    z : 0
                });
             }
             
             //设置场景
             var scene;
             function initScene(){
                scene = new THREE.Scene();
             }
             
             //设置光源
             var light;
             function initLight(){
                light = new THREE.DirectionalLight(0xff0000, 1.0, 0);//设置平行光源
                light.position.set(200, 200, 200);//设置光源向量
                scene.add(light);//追加光源到场景
             }
             
             //设置物体
             var sphere;
             function initObject(){
                sphere = new THREE.Mesh(
                    new THREE.SphereGeometry(20, 20),
                    new THREE.MeshLambertMaterial({color:0xff0000})//材质设定
                );
                scene.add(sphere);
                sphere.position.set(0,0,0);
             }
             
             //执行
             function threeStart(){
                initThree();
                initCamera();
                initScene();
                initLight();
                initObject();
                renderer.clear();
                renderer.render(scene, camera);
             }
        </script>
    </head>

    <body onload='threeStart();'>
        <!--盛放canvas的容器-->
        <div id="canvas3d"></div>
    </body>
</html>
 
 



设置相机

var  camera = NEW  THREE.PerspectiveCamera (fov, Aspect, near, FAR);

20120214-2

 

 

设置光源

包括聚光源spot light source和点光源point source,平行光parallel light是点光源的特例,例子里是平行光。

其他光源:

var  light = NEW  THREE.AmbientLight (hex);                                //ambient light 
var  light = NEW  THREE.PointLight (hex, Intensity, Distance);             // point light source 
var  light = NEW  THREE.SpotLight (hex, Intensity, Distance, CastShadow); // light source Spot Light
 
设置物体
THREE.CubeGeometry (width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides); //立方体
THREE.CylinderGeometry (radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded); //圆锥体
THREE.OctahedronGeometry (radius, detail) //八面体
THREE.PlaneGeometry (width, height, segmentsWidth, segmentsHeight); //平面
THREE.SphereGeometry (radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength); //球体
THREE.TorusGeometry (radius, tube, segmentsR, segmentsT, arc) type // 圆环
posted @ 2013-01-10 09:40  inseptember  阅读(535)  评论(0编辑  收藏  举报