夜间模式CodeSnippetStyle:
日间模式CodeSnippetStyle:

0%


《Three.js 入门指南》3.1.1 - 基本几何形状 - 平面(PlaneGeometry)

3.1 基本几何形状

平面(PlaneGeometry)


说明:

这里的平面(PlaneGeometry)其实是一个长方形,而不是数学意义上无限大小的平面。

构造函数:

 THREE.PlaneGeometry(width, height, widthSegments, heightSegments) 

width:x方向上的长度;

height:是y方向上的长度;

widthSegments:x轴方向的分段;

heightSegments:y轴方向的分段。

如new THREE.PlaneGeometry(2, 4);创建的平面在x轴和y轴所在平面内,效果如下:

如果需要创建的平面在x轴和z轴所在的平面内,可以通过物体的旋转来实现,具体的做法将在5.2节作介绍

 

完整示例代码demo与效果图:

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <script type="text/javascript" src="./three.js"></script>
    <title>Document</title>
</head>

<body onload="init()">
    <canvas width="800px" height="600px" id="mainCanvas"></canvas>
</body>
<script>
    function init() {
        var renderer = new THREE.WebGLRenderer({
            canvas: document.getElementById('mainCanvas')
        });

        renderer.setClearColor(0x000000);
        var scene = new THREE.Scene();
        var camera = new THREE.OrthographicCamera(-2, 2, 1.5, -1.5, 1, 10);
        camera.position.set(1, 2, 3);
        scene.add(camera);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
        var cube = new THREE.Mesh(new THREE.PlaneGeometry(1, 2, 16, 32),
            new THREE.MeshBasicMaterial({
                color: 0xff0000,
                wireframe: true
            })
        )
        scene.add(cube);
        renderer.render(scene, camera);
    }
</script>

</html>

  

 

posted @ 2019-12-13 00:06  暮冬有八  阅读(3626)  评论(0编辑  收藏  举报
BACK TO TOP

😀迷海无灯听船行。Github WeChat