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three.js(13)-三角形面

three.js(13)-三角形面

作者: 姜治宇 | 来源:发表于2021-11-24 11:18 被阅读0次

    我们知道,两点确定一条直线,三点可以确定一个平面,也就是三角形面。
    我们所看到的网格模型,实际上都是根据顶点坐标,绘制成一个个三角形面,然后拼接而成的。

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
        <title>Document</title>
    </head>
    
    <body>
        <div id="webgl"></div>
    </body>
    
    </html>
    <script>
        var scene = new THREE.Scene();
        console.log(scene);
        //添加坐标轴
        var axes = new THREE.AxesHelper(300);//50表示xyz轴的长度,红:x,绿:y,蓝:z
        scene.add(axes);
        var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
    
        // pop():删除数组的最后一个元素   shift:删除数组的第一个元素
        geometry.faces.pop();//割掉一个三角形
        // geometry.faces.pop();
        geometry.faces.shift();
        geometry.faces.shift(); //割掉整个面
        console.log('faces>>>', geometry.faces);
    
        var material = new THREE.MeshLambertMaterial({
            color: 0x00ffff,
            side: THREE.DoubleSide, //两面可见
        }); //材质对象Material
        //合成对象
        var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        scene.add(mesh); //网格模型添加到场景中
        // 光源设置,打光效果比较明显
        var point = new THREE.PointLight(0xffffff);
        point.position.set(300, 200, 300); //点光源位置
        scene.add(point); //点光源添加到场景中
        //创建相机对象
        var camera = new THREE.PerspectiveCamera(45, 2, 0.1, 2000);
        camera.position.set(200, 200, 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({
            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
        renderer.render(scene, camera);//渲染必须有场景和相机两个对象
    
        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
            mesh.rotateY(0.01);
    
            requestAnimationFrame(render);//递归调用
        }
    </script>
    
    tri.gif

    那么如何自己实现一个面呢?

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
        <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
        <title>Document</title>
    </head>
    
    <body>
        <div id="webgl"></div>
    </body>
    
    </html>
    <script>
        var scene = new THREE.Scene();
        console.log(scene);
        //添加坐标轴
        var axes = new THREE.AxesHelper(300);//50表示xyz轴的长度,红:x,绿:y,蓝:z
        scene.add(axes);
        var geometry = new THREE.BufferGeometry();
        console.log(geometry);
        var points = new Float32Array([
            -5, 5, 5,
            5, 5, 5,
            5, 5, -5,
            -5, 5, -5
        ]);
        geometry.attributes.position = new THREE.BufferAttribute(points, 3);
      
        var material = new THREE.MeshLambertMaterial({
            color: 0x00ffff,
            side: THREE.DoubleSide, //两面可见
        }); //材质对象Material
        //合成对象
        var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        scene.add(mesh); //网格模型添加到场景中
        // 光源设置,打光效果比较明显
        var point = new THREE.PointLight(0xffffff);
        point.position.set(300, 200, 300); //点光源位置
        scene.add(point); //点光源添加到场景中
        //创建相机对象
        var camera = new THREE.PerspectiveCamera(45, 2, 0.1, 200);
        camera.position.set(10, 20, 20); //设置相机位置
        camera.lookAt(new THREE.Vector3(0, 0, 0)); //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
        renderer.render(scene, camera);//渲染必须有场景和相机两个对象
    
        var cont = document.getElementById('webgl');
        cont.appendChild(renderer.domElement);
        //增加鼠标拾取效果
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.addEventListener('change', () => {
            renderer.render(scene, camera);
        });
    </script>
    
    sanjiaoxing.gif

    这样就实现了一个三角形。那如何实现一个完整的矩形呢?
    三个点只能决定一个三角形,如果要画一个矩形,那就要再画一个三角形。
    而我们给的顶点一共是4个,那前面4个画完了一个三角形,后面一个顶点找不到另外两个点,肯定是画不出来了。
    一种办法是再给出两个顶点,但这样就太啰嗦了。我们可以指定一下顶点的索引位置。


    img.png

    我们把图形的顶点做个索引编号,其中0,1,2顶点可以确定一个三角形面,而2,3,0可以再确定一个三角形面,二者合起来就是一个完整的矩形了。

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
        <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
        <title>Document</title>
    </head>
    
    <body>
        <div id="webgl"></div>
    </body>
    
    </html>
    <script>
        var scene = new THREE.Scene();
        console.log(scene);
        //添加坐标轴
        var axes = new THREE.AxesHelper(300);//50表示xyz轴的长度,红:x,绿:y,蓝:z
        scene.add(axes);
        var geometry = new THREE.BufferGeometry();
        console.log(geometry);
        var points = new Float32Array([
            -5, 5, 5,
            5, 5, 5,
            5, 5, -5,
            -5, 5, -5
        ]);
        var index = [
            0,1,2,
            2,3,0
        ];
        geometry.attributes.position = new THREE.BufferAttribute(points, 3);
        geometry.setIndex(index); 
        var material = new THREE.MeshLambertMaterial({
            color: 0x00ffff,
            side: THREE.DoubleSide, //两面可见
        }); //材质对象Material
        //合成对象
        var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
    
        scene.add(mesh); //网格模型添加到场景中
        // 光源设置,打光效果比较明显
        var point = new THREE.PointLight(0xffffff);
        point.position.set(300, 200, 300); //点光源位置
        scene.add(point); //点光源添加到场景中
        //创建相机对象
        var camera = new THREE.PerspectiveCamera(45, 2, 0.1, 200);
        camera.position.set(10, 20, 20); //设置相机位置
        camera.lookAt(new THREE.Vector3(0, 0, 0)); //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
        renderer.render(scene, camera);//渲染必须有场景和相机两个对象
    
        var cont = document.getElementById('webgl');
        cont.appendChild(renderer.domElement);
        //增加鼠标拾取效果
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.addEventListener('change', () => {
            renderer.render(scene, camera);
        });
    </script>
    
    rect1.gif

    我们打印一下BoxGeometry信息。

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
        <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
        <title>Document</title>
    </head>
    
    <body>
        <div id="webgl"></div>
    </body>
    
    </html>
    <script>
        var scene = new THREE.Scene();
        //添加坐标轴
        var axes = new THREE.AxesHelper(300);//50表示xyz轴的长度,红:x,绿:y,蓝:z
        scene.add(axes);
        var geometry = new THREE.BoxGeometry(10, 10, 10); //创建一个立方体几何对象Geometry
        console.log(geometry);
        
        var material = new THREE.MeshLambertMaterial({
            color: 0x00ffff
        });
        var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        scene.add(mesh);
        //创建相机对象
        var camera = new THREE.PerspectiveCamera(45, 2, 0.1, 2000);
        camera.position.set(20, 20, 20); //设置相机位置
        camera.lookAt(new THREE.Vector3(0, 0, 0)); //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
        renderer.render(scene, camera);//渲染必须有场景和相机两个对象
    
        var cont = document.getElementById('webgl');
        cont.appendChild(renderer.domElement);
    
    </script>
    
    face.png

    其实faces放的就是索引信息,vertices放的是顶点,threejs已经给我们封装好了。这样我们可以按图索骥,自己实现一个正方体了。

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
        <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
        <title>Document</title>
    </head>
    
    <body>
        <div id="webgl"></div>
    </body>
    
    </html>
    <script>
        var scene = new THREE.Scene();
        //添加坐标轴
        var axes = new THREE.AxesHelper(300);//50表示xyz轴的长度,红:x,绿:y,蓝:z
        scene.add(axes);
        var geometry = new THREE.BufferGeometry();
        console.log(geometry);
        var points = new Float32Array([
            5, 5, 5,
            5, 5, -5,
            5, -5, 5,
            5, -5, -5,
            -5, 5, -5,
            -5, 5, 5,
            -5, -5, -5,
            -5, -5, 5
        ]);
        var index = [
            0, 2, 1,
            2, 3, 1,
            4, 6, 5,
            6, 7, 5,
            4, 5, 1,
            5, 0, 1,
            7, 6, 2,
            6, 3, 2,
            5, 7, 0,
            7, 2, 0,
            1, 3, 4,
            3, 6, 4,
        ];
        geometry.attributes.position = new THREE.BufferAttribute(points, 3);
        geometry.setIndex(index);
        var material = new THREE.MeshBasicMaterial({
            color: 0x00ffff
        });
    
        var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        scene.add(mesh);
        //创建相机对象
        var camera = new THREE.PerspectiveCamera(45, 2, 0.1, 2000);
        camera.position.set(20, 20, 20); //设置相机位置
        camera.lookAt(new THREE.Vector3(0, 0, 0)); //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
        renderer.render(scene, camera);//渲染必须有场景和相机两个对象
    
        var cont = document.getElementById('webgl');
        cont.appendChild(renderer.domElement);
    
    </script>
    
    rect2.png

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        本文标题:three.js(13)-三角形面

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