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three.js(10)-实现一个小人

three.js(10)-实现一个小人

作者: 姜治宇 | 来源:发表于2021-11-19 10:41 被阅读0次

    有了group,我们可以实现一个会动的小人出来了。

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <title>Document</title>
        <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
    </head>
    
    <body>
        <div id="webgl"></div>
    </body>
    
    </html>
    <script>
        var axes = new THREE.AxesHelper(200);//50表示xyz轴的长度,红:x,绿:y,蓝:z
        var scene = new THREE.Scene();
        var ambient = new THREE.AmbientLight(0xffffff);//环境光
        scene.add(ambient); //环境光添加到场景中
    
        // 头部网格模型和组
        var headMesh = sphereMesh(10, 0, 0, 0);
        headMesh.name = "头"
        var leftEyeMesh = sphereMesh(1, 8, 5, 4);
        leftEyeMesh.name = "左眼"
        var rightEyeMesh = sphereMesh(1, 8, 5, -4);
        rightEyeMesh.name = "右眼"
        var headGroup = new THREE.Group();
        headGroup.name = "头部容器"
        headGroup.add(headMesh, leftEyeMesh, rightEyeMesh);//添加多个mesh模型
        // 身体网格模型和组
        var neckMesh = cylinderMesh(3, 10, 0, -15, 0);
        neckMesh.name = "脖子"
        var bodyMesh = cylinderMesh(14, 30, 0, -35, 0);
        bodyMesh.name = "腹部"
        var leftLegMesh = cylinderMesh(4, 60, 0, -80, -7);
        leftLegMesh.name = "左腿"
        var rightLegMesh = cylinderMesh(4, 60, 0, -80, 7);
        rightLegMesh.name = "右腿"
        var legGroup = new THREE.Group();
        legGroup.name = "腿"
        legGroup.add(leftLegMesh, rightLegMesh);
        var bodyGroup = new THREE.Group();
        bodyGroup.name = "躯干容器"
        bodyGroup.add(neckMesh, bodyMesh, legGroup);
        // 人Group
        var personGroup = new THREE.Group();
        personGroup.name = "人体容器"
        personGroup.add(headGroup, bodyGroup);
        scene.add(personGroup);
    
        // 球体网格模型创建函数
        function sphereMesh(R, x, y, z) {
            var geometry = new THREE.SphereGeometry(R, 25, 25); //球体几何体
            var material = new THREE.MeshLambertMaterial({
                color: 0xffff00
            }); //材质对象Material
            var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
            mesh.position.set(x, y, z);
            return mesh;
        }
        // 圆柱体网格模型创建函数
        function cylinderMesh(R, h, x, y, z) {
            var geometry = new THREE.CylinderGeometry(R, R, h, 25, 25); //球体几何体
            var material = new THREE.MeshLambertMaterial({
                color: 0x00ffff
            }); //材质对象Material
            var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
            mesh.position.set(x, y, z);
            return mesh;
        }
    
        //创建相机对象
        var camera = new THREE.PerspectiveCamera(45, 2, 0.1, 2000);
        camera.position.set(200, 100, 100); //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({
            antialias: true //消除锯齿
        });
        renderer.setSize(1000, 500);//设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    
        var cont = document.getElementById('webgl');
        cont.appendChild(renderer.domElement);
        render();
        function render() {
            renderer.render(scene, camera);//渲染必须有场景和相机两个对象
            personGroup.rotateY(0.1);//作为一个整体旋转
    
            requestAnimationFrame(render);//递归调用
        }
    </script>
    
    person.gif

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