一 基础几何体

  1 二维图形:二维图形都是基于x和y轴构建的,即展示的形式就是他们都是“直立”的,如果希望这些二维图形躺下,则需要将几何体沿着x轴向后旋转1/4圈

mesh.rotation.x=-Math.PI/2;

  1.1 PlaneGeometry:平面几何体 new THREE.PlaneGeometry(width,height,widthSegments,heightSegments)

<!DOCTYPE html>

<html>

<head>
<title>Example 05.01 - Basic 2D geometries - Plane</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { //var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; //宽 高,宽度分为几段,长度分为几段
var plane = createMesh(new THREE.PlaneGeometry(10, 14, 4, 4));
// add the sphere to the scene
scene.add(plane); // position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial //初始控制器的宽和高展示的是上面我们new THREE.Plane的宽和高
//所以我们使用对象plane来获取其宽和高以及宽度的段数和高度的段数
this.width = plane.children[0].geometry.parameters.width;
this.height = plane.children[0].geometry.parameters.height; this.widthSegments = plane.children[0].geometry.parameters.widthSegments;
this.heightSegments = plane.children[0].geometry.parameters.heightSegments;
this.redraw = function () {
// remove the old plane
scene.remove(plane);
// create a new one
plane = createMesh(new THREE.PlaneGeometry(controls.width, controls.height, Math.round(controls.widthSegments), Math.round(controls.heightSegments)));
// add it to the scene.
scene.add(plane);
};
}; var gui = new dat.GUI();
gui.add(controls, 'width', 0, 40).onChange(controls.redraw);
gui.add(controls, 'height', 0, 40).onChange(controls.redraw);
gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw);
gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw);
render(); function createMesh(geom) { // 生成一个法向量材质
var meshMaterial = new THREE.MeshNormalMaterial();
//几何体的两面都应用该材质
meshMaterial.side = THREE.DoubleSide;
//生成一个基础材质,即赋予几何体一种简单的颜色或者线框
var wireFrameMat = new THREE.MeshBasicMaterial();
//看来基础材质在此处的作用是线框
wireFrameMat.wireframe = true; // create a multimaterial
//一种几何体应用多种材质THREE.SceneUtils.createMultiMaterialObject
var plane = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return plane;
} function render() {
//stats.update(); plane.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} }
window.onload = init;
</script>
</body>
</html>

1.2 CircleGeometry:二维圆/部分圆:new THREE.CircleGeometry(radius,segment,thetaStart开始角度,thetaLength角度)

<!DOCTYPE html>

<html>

<head>
<title>Example 05.02 - Basic 2D geometries - Circle</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var circle = createMesh(new THREE.CircleGeometry(4, 10, 0, Math.PI * 2));
// add the sphere to the scene
scene.add(circle); // position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial //console.log(circle.children[0].geometry);
this.radius =circle.children[0].geometry.parameters.radius; this.thetaStart =circle.children[0].geometry.parameters.thetaStart;
this.thetaLength =circle.children[0].geometry.parameters.thetaLength;
this.segments =circle.children[0].geometry.parameters.segments;
this.redraw = function () {
// remove the old plane
scene.remove(circle);
// create a new one
circle = createMesh(new THREE.CircleGeometry(controls.radius, controls.segments, controls.thetaStart, controls.thetaLength));
// add it to the scene. scene.add(circle);
};
}; var gui = new dat.GUI();
gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
gui.add(controls, 'segments', 0, 40).onChange(controls.redraw);
gui.add(controls, 'thetaStart', 0, 2 * Math.PI).onChange(controls.redraw);
gui.add(controls, 'thetaLength', 0, 2 * Math.PI).onChange(controls.redraw);
render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); //将该二维圆形“放倒”
mesh.rotation.x=-Math.PI/2
return mesh;
} function render() {
stats.update(); circle.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  1.3 塑形平面:ShapeGeometry

  使用ShapeGeometry定制图形,必须使用shape的绘制函数,下面我们先介绍一下绘制函数

Shape对象(注意与ShapGeometry对象的区别)的绘图函数

函数名称 描述
moveTo 将绘图点移动到某个位置
lineTo /从当前位置绘制一条直线到指定的x,y处
quadraticCurveTo(acPx,acPy) 二次曲线
bezierCurveTo(acPx1,acPy1,acPx2,acPy2,x,y) 贝塞尔曲线

 splineThru(数组集合)  沿着所给定的点,绘制一条光滑的曲线,参数是一个THREE.Vector2的数组

arc(ax,ay,aRdius,aStartAngle,aEndAngle,aClockwise)

ax,ay用来指定圆心与当前位置之间的偏移量,

aRadius半径,

aStartAngle,aEndAngle开始与结束的弧长,

以及aClockwise顺/逆时针

 makeGeometry 该函数从Shape对象返回一个ShapeGeometry对象
  createPointsGeometry(divisions)

将图形转换为一个点集,参数为返回点的数量,该值越高,返回的点越多,再次绘制图形时曲线越光滑

参数divisions会分别应用到路径的每一个部分

   createSpacedPointsGeometry(divisions)  与createPointsGeometry函数功能相同,但是该方法的参数会一次性的应用到整个路径上
<!DOCTYPE html>

<html>

<head>
<title>Example 05.03 - Basic 2D geometries - Shape</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true;
var shape=drawShape();//此处返回的是Shape对象
var shapeGeo=new THREE.ShapeGeometry(shape);//Shape对象是作为参数传递给ShapeGeometry对象的构造函数的
var shapeMesh = createMesh(shapeGeo);//几何体与材质相结合生成一个网格
// add the sphere to the scene
scene.add(shapeMesh);//将网格追加到场景中 // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 70;
camera.position.z = 70;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () { this.asGeom = function () {
// remove the old plane
scene.remove(shapeMesh);
// create a new one
      //注意shape,shapGeometry的关系
var shape=drawShape();
var shapeGeo=new THREE.ShapeGeometry(shape);
shapeMesh = createMesh(shapeGeo);
// add it to the scene.
scene.add(shapeMesh);
}; this.asPoints = function () {
// remove the old plane
scene.remove(shapeMesh);
// create a new one
var
shapeMesh = createLine(drawShape(), false);
// add it to the scene.
scene.add(shapeMesh);
}; this.asSpacedPoints = function () {
// remove the old plane
scene.remove(shapeMesh);
// create a new one
shapeMesh = createLine(drawShape(), true);
// add it to the scene.
scene.add(shapeMesh);
};
}; var gui = new dat.GUI();
gui.add(controls, 'asGeom');
gui.add(controls, 'asPoints');
gui.add(controls, 'asSpacedPoints'); render(); function drawShape() { // create a basic shape
var shape = new THREE.Shape(); // startpoint开始的点
shape.moveTo(10, 10); // straight line upwards 沿着开始点画直线
shape.lineTo(10, 40); // the top of the figure, curve to the right 绘制贝塞尔曲线
shape.bezierCurveTo(15, 25, 25, 25, 30, 40); // spline back down 沿着所提供的坐标集合绘制一条光滑的曲线,起始点是当前所在的位置
shape.splineThru(
[new THREE.Vector2(32, 30),
new THREE.Vector2(28, 20),
new THREE.Vector2(30, 10),
]); // curve at the bottom,绘制二次曲线
shape.quadraticCurveTo(20, 15, 10, 10); // add 'eye' hole one
var hole1 = new THREE.Path();
//绘制圆弧
hole1.absellipse(16, 24, 2, 3, 0, Math.PI * 2, true);
shape.holes.push(hole1);
// add 'eye hole 2'
var hole2 = new THREE.Path();
hole2.absellipse(23, 24, 2, 3, 0, Math.PI * 2, true);
shape.holes.push(hole2); // add 'mouth'
var hole3 = new THREE.Path();
hole3.absarc(20, 16, 2, 0, Math.PI, true);
shape.holes.push(hole3); //Shape对象的makeGeometry方法,用于返回一个几何体
console.log(shape.makeGeometry());
return shape;
} function createMesh(geom) {
//console.log(geom);
// assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh;
} function createLine(shape, spaced) {
console.log(shape);
if (!spaced) { var mesh = new THREE.Line(shape.createPointsGeometry(10), new THREE.LineBasicMaterial({
color: 0xff3333,
linewidth: 2
}));
return mesh;
} else {
//three.js的该方法错误createSpacedPointsGeometry
var points=shape.createSpacedPointsGeometry(3);
var mesh = new THREE.Line(points, new THREE.LineBasicMaterial({
color: 0xff3333,
linewidth: 2
}));
return mesh;
} } function render() {
//stats.update(); shapeMesh.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
}
window.onload = init;
</script>
</body>
</html>

二、三维几何体

  2.1 BoxGeometry:立方体 new THREE.BoxGeometry(width,height,depth,widthSegements,heightSegements,depthSegements)

<!DOCTYPE html>

<html>

<head>
<title>Example 05.04 - Basic 2D geometries - Cube</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var cube = createMesh(new THREE.BoxGeometry(10, 10, 10, 1, 1, 1));
// add the sphere to the scene
scene.add(cube); // position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () { this.width = cube.children[0].geometry.parameters.width;
this.height = cube.children[0].geometry.parameters.height;
this.depth = cube.children[0].geometry.parameters.depth; this.widthSegments = cube.children[0].geometry.parameters.widthSegments;
this.heightSegments = cube.children[0].geometry.parameters.heightSegments;
this.depthSegments = cube.children[0].geometry.parameters.depthSegments; this.redraw = function () {
// remove the old plane
scene.remove(cube);
// create a new one
cube = createMesh(new THREE.BoxGeometry(controls.width, controls.height, controls.depth, Math.round(controls.widthSegments), Math.round(controls.heightSegments), Math.round(controls.depthSegments)));
// add it to the scene.
scene.add(cube);
};
}; var gui = new dat.GUI();
gui.add(controls, 'width', 0, 40).onChange(controls.redraw);
gui.add(controls, 'height', 0, 40).onChange(controls.redraw);
gui.add(controls, 'depth', 0, 40).onChange(controls.redraw);
gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw);
gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw);
gui.add(controls, 'depthSegments', 0, 10).onChange(controls.redraw);
render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh;
} function render() {
stats.update(); cube.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  2.2 SphereGeometry球体

  参数:radius半径,

    widthSegements竖直方向分段,

    heightSegments水平方向分段,

    phiStart从x轴的什么地方开始绘制0-2*pi,

    phiLength绘制多少弧度,

    thetaStart从y轴的什么地方开始绘制,

    thetaLength绘制多少弧度

<!DOCTYPE html>

<html>

<head>
<title>Example 05.05 - Basic 3D geometries - Sphere</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var sphere = createMesh(new THREE.SphereGeometry(4, 10, 10));
// add the sphere to the scene
scene.add(sphere); // position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial
this.radius = sphere.children[0].geometry.parameters.radius;
this.widthSegments = sphere.children[0].geometry.parameters.widthSegments;
this.heightSegments = sphere.children[0].geometry.parameters.heightSegments;
this.phiStart = 0;
this.phiLength = Math.PI * 2;
this.thetaStart = 0;
this.thetaLength = Math.PI; this.redraw = function () {
// remove the old plane
scene.remove(sphere);
// create a new one
          var r=controls.radius;
          var ws=controls.widthSegments;
          var hs= controls.heightSegments;
var ps=controls.phiStart;
var pl=controls.phiLength;
var ts=controls.thetaStart;
var tl=controls.thetaLength

          var geo=new THREE.SphereGeometry(r, ws,hs , ps,pl , ts,tl )
sphere = createMesh(geo);
// add it to the scene.
scene.add(sphere);
};
}; var gui = new dat.GUI();
gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
gui.add(controls, 'widthSegments', 0, 20).onChange(controls.redraw);
gui.add(controls, 'heightSegments', 0, 20).onChange(controls.redraw);
gui.add(controls, 'phiStart', 0, 2 * Math.PI).onChange(controls.redraw);
gui.add(controls, 'phiLength', 0, 2 * Math.PI).onChange(controls.redraw);
gui.add(controls, 'thetaStart', 0, 2 * Math.PI).onChange(controls.redraw);
gui.add(controls, 'thetaLength', 0, 2 * Math.PI).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh;
} function render() {
stats.update(); sphere.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  2.3 CylinderGeometry:构建圆柱体

  参数:radiusTop:圆柱顶部的半径

      radiusBottom:圆柱底部的半径

      height:圆柱体的高度

      segmentsX:沿x轴,即竖向分割为多少段

    segmentsY:沿Y轴,即横向分割为多少段

    openEnded:网格顶部和底部是否封闭

<!DOCTYPE html>

<html>

<head>
<title>Example 05.07 - Basic 3D geometries - Cylinder</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var cylinder = createMesh(new THREE.CylinderGeometry(20, 20, 20));
// add the sphere to the scene
scene.add(cylinder); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial this.radiusTop = 20;
this.radiusBottom = 20;
this.height = 20; this.radialSegments = 8;
this.heightSegments = 8; this.openEnded = false; this.redraw = function () {
// remove the old plane
scene.remove(cylinder);
// create a new one
var rt=controls.radiusTop;//圆柱顶部的半径,可以为负数
var rb=controls.radiusBottom;//圆柱底部的半径
var h=controls.height;//圆柱体的高度
var rs=controls.radialSegments;//圆柱体竖向的段数
var hs=controls.heightSegments;//圆柱体横向的段数
var oe=controls.openEnded;//圆柱体的底部和顶部是否封闭
cylinder = createMesh(new THREE.CylinderGeometry(rt, rb, h,rs , hs,oe ));
// add it to the scene.
scene.add(cylinder);
};
}; var gui = new dat.GUI();
gui.add(controls, 'radiusTop', -40, 40).onChange(controls.redraw);
gui.add(controls, 'radiusBottom', -40, 40).onChange(controls.redraw);
gui.add(controls, 'height', 0, 40).onChange(controls.redraw);
gui.add(controls, 'radialSegments', 1, 20).step(1).onChange(controls.redraw);
gui.add(controls, 'heightSegments', 1, 20).step(1).onChange(controls.redraw);
gui.add(controls, 'openEnded').onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh;
} function render() {
stats.update(); cylinder.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  2.4 圆环RingGeometry:类似于甜甜圈

  参数:radius:半径,整个圆环的半径

    tube:圆环的半径,注意与radius的区别

    radialSegments:沿圆环长度方向分割的段数

    tubularSegments:沿圆环宽度方向分割的段数

    arc:绘制多少圆环,即是否为2*pi

<!DOCTYPE html>

<html>

<head>
<title>Example 05.09 - Basic 3D geometries - Ring</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var torus = createMesh(new THREE.RingGeometry());
// add the sphere to the scene
scene.add(torus); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial this.innerRadius = 0;
this.outerRadius = 50;
this.thetaSegments = 8;
this.phiSegments = 8;
this.thetaStart = 0;
this.thetaLength = Math.PI * 2; this.redraw = function () {
// remove the old plane
scene.remove(torus);
// create a new one
var ir=controls.innerRadius;
var or=controls.outerRadius;
var tseg=controls.thetaSegments;
var ps=controls.phiSegments;
var ts=controls.thetaStart;
var tl=controls.thetaLength;
torus = createMesh(new THREE.RingGeometry(ir,or ,tseg ,ps , ts, tl));
// add it to the scene.
scene.add(torus);
};
}; var gui = new dat.GUI();
gui.add(controls, 'innerRadius', 0, 40).onChange(controls.redraw);
gui.add(controls, 'outerRadius', 0, 100).onChange(controls.redraw);
gui.add(controls, 'thetaSegments', 1, 40).step(1).onChange(controls.redraw);
gui.add(controls, 'phiSegments', 1, 20).step(1).onChange(controls.redraw);
gui.add(controls, 'thetaStart', 0, Math.PI * 2).onChange(controls.redraw);
gui.add(controls, 'thetaLength', 0, Math.PI * 2).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh;
} function render() {
stats.update(); torus.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  2.5 TorusKnotGeometry环面纽结

  参数:radius:半径

    tube:环的实际半径

    radialSegments:沿圆环长度方向分割的段数

    tubularSegments:沿圆环宽度方向分割的段数

    p:多久旋转一次

    q:绕其内部旋转多少次

    heightScale:通过该属性可以拉伸环面纽结

<!DOCTYPE html>

<html>

<head>
<title>Example 05.08 - Basic 3D geometries - Torusknot</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var knot = createMesh(new THREE.TorusKnotGeometry(10, 1, 64, 8, 2, 3, 1));
// add the sphere to the scene
scene.add(knot); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial
this.radius = knot.children[0].geometry.parameters.radius;
this.tube = 0.3;
this.radialSegments = knot.children[0].geometry.parameters.radialSegments;
this.tubularSegments = knot.children[0].geometry.parameters.tubularSegments;
this.p = knot.children[0].geometry.parameters.p;
this.q = knot.children[0].geometry.parameters.q;
this.heightScale = knot.children[0].geometry.parameters.heightScale; this.redraw = function () {
// remove the old plane
scene.remove(knot);
// create a new one
var r=controls.radius;
var t=controls.tube;
var rs=Math.round(controls.radialSegments);
var ts=Math.round(controls.tubularSegments);
var p=Math.round(controls.p);
var q=Math.round(controls.q);
var hs=controls.heightScale;
knot = createMesh(new THREE.TorusKnotGeometry(r,t , rs, ts, p,q ,hs ));
// add it to the scene.
scene.add(knot);
};
}; var gui = new dat.GUI();
gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
gui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
gui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
gui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
gui.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw);
gui.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw);
gui.add(controls, 'heightScale', 0, 5).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial({});
meshMaterial.side = THREE.DoubleSide; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]); return mesh;
} function render() {
stats.update(); knot.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  2.6 多面体PolyhedronGeometry

  参数:vertices顶点

  faces:面

  radius:多面体的半径,即大小,这里只是缩放,并不是真的改变坐标

  detail:当该值为1时,x面体的每个面分割为x个面体,当参数为2时,在参数为1的基础上,再次将各个面分割为x面体,依次类推

  

<!DOCTYPE html>

<html>

<head>
<title>Example 05.09 - Basic 3D geometries - Polyhedron</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var polyhedron = createMesh(new THREE.IcosahedronGeometry(10, 0));
// add the sphere to the scene
scene.add(polyhedron); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial
this.radius = 10;
this.detail = 0;
this.type = 'Icosahedron'; this.redraw = function () {
// remove the old plane
scene.remove(polyhedron);
// create a new one switch (controls.type) {
case 'Icosahedron':
//正20面体
polyhedron = createMesh(new THREE.IcosahedronGeometry(controls.radius, controls.detail));
break;
case 'Tetrahedron':
//正四面体
polyhedron = createMesh(new THREE.TetrahedronGeometry(controls.radius, controls.detail));
break;
case 'Octahedron':
//正八面体
polyhedron = createMesh(new THREE.OctahedronGeometry(controls.radius, controls.detail));
break;
case 'Dodecahedron':
//正十二面体
polyhedron = createMesh(new THREE.DodecahedronGeometry(controls.radius, controls.detail));
break;
case 'Custom':
var vertices = [
1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
]; var indices = [
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
]; polyhedron = createMesh(new THREE.PolyhedronGeometry(vertices, indices, controls.radius, controls.detail));
break;
} // add it to the scene.
scene.add(polyhedron);
};
}; var gui = new dat.GUI();
gui.add(controls, 'radius', 0, 40).step(1).onChange(controls.redraw);
gui.add(controls, 'detail', 0, 3).step(1).onChange(controls.redraw);
gui.add(controls, 'type', ['Icosahedron', 'Tetrahedron', 'Octahedron', 'Dodecahedron', 'Custom']).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh;
} function render() {
stats.update(); polyhedron.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

最新文章

  1. RabbitMQ框架学写笔记-20161130
  2. java一点小的知识点
  3. Hibernate正向工程(实体类--&gt;数据库)
  4. [IOS NSUserDefaults]的使用:登陆后不再显示登录界面。
  5. python3 字符串相关函数
  6. Android 禁止Viewpager左右滑动功能
  7. bzoj1070
  8. (转)select 1 from ... sql语句中的1代表什么意思? .
  9. IPTABLES封闭和开放端口
  10. How to uninstall (remove) JAVA from OS X Lion
  11. wake_lock_timeout的用法
  12. hdu1035
  13. python 单行写法
  14. Oracle单机Rman笔记[3]---RMAN脱机备份及命令基础介绍
  15. DOS简单文件指令
  16. 在linux中,我为什么不能安装VMware Tools?
  17. laravel响应的发送和程序终止
  18. redis清除数据/xargs使用
  19. linux 设置pip 镜像 Pip Warning:–trusted-host 问题解决方案
  20. iOS开发之--为PCH文件添加绝对路径

热门文章

  1. linq查询时查询语句中附带多个查询时“已有打开的与此 Command 相关联的 DataReader,必须首先将它关闭”
  2. 12-01 Java Scanner类,Scanner类中的nextLine()产生的换行符问题
  3. 什么是NAT端口映射?
  4. Handler 、 Looper 、Message异步消息处理线程机制( hander消息机制原理)
  5. 如何用ajax下载文件
  6. 【转】Windows 8 desktop app中dll搜索路径设置的诡异现象,Bug?
  7. 微信小程序图片变形解决方法
  8. mysql通信协议的半双工机制理解
  9. es-02-elasticsearch安装及遇到的问题
  10. lucene 初探 - 查询