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);
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