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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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<head> <meta charset="UTF-8"> <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></head><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></body></html>