ThreeJS填充顶点构成的轮廓
ThreeJS填充顶点构成的轮廓。所谓填充,ShapeGeometry算法利用顶点计算出三角面face3数据填充轮廓。
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<title>ThreeJS填充顶点构成的轮廓</title>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
<script src="../../three.js-master/build/three.js"></script>
<script src="../../three.js-master/examples/js/controls/OrbitControls.js"></script>
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<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
var points = [
new THREE.Vector2(-50, -50),
new THREE.Vector2(-60, 0),
new THREE.Vector2(0, 50),
new THREE.Vector2(60, 0),
new THREE.Vector2(50, -50),
new THREE.Vector2(-50, -50),
]
// 通过顶点定义轮廓
var shape = new THREE.Shape(points);
// shape可以理解为一个需要填充轮廓
// 所谓填充:ShapeGeometry算法利用顶点计算出三角面face3数据填充轮廓
var geometry = new THREE.ShapeGeometry(shape, 25);
var material = new THREE.MeshPhongMaterial({
color: 0x0000ff,
side: THREE.DoubleSide, //两面可见
wireframe: true, }); //材质对象
var mesh = new THREE.Mesh(geometry, material); //网格模型对象
scene.add(mesh); //网格模型添加到场景中
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 150; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height); //设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
// 渲染函数
function render() {
renderer.render(scene, camera); //执行渲染操作
}
render();
//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性
var controls = new THREE.OrbitControls(camera);
//监听鼠标事件,触发渲染函数,更新canvas画布渲染效果
controls.addEventListener('change', render);
</script>
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