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常用几何体

常用几何体

作者: Codifier | 来源:发表于2019-11-08 11:32 被阅读0次
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Geometries</title>
    <script src="../../three-part/threejs/three.js"></script>
    <script src="../../three-part/utils/stats.min.js"></script>
    <script src="../../three-part/utils/dat.gui.min.js"></script>
    <script src="../controls/TrackballControls.js"></script>
    <script src="../util/util.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
<div id="container"></div>
<script type="text/javascript">
    init();
    function init() {
        // show FPS
        let stats = initStats();
        // resize
        window.addEventListener('resize', onResize, false);

        let scene = new THREE.Scene();
        let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.x = -50;
        camera.position.y = 30;
        camera.position.z = 20;
        camera.lookAt(new THREE.Vector3(-10, 0, 0));

        let renderer = new THREE.WebGLRenderer();
        renderer.setClearColor(new THREE.Color(0x000000));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.getElementById("container").appendChild(renderer.domElement);

        // init trackball control
        let trackballControls = initTrackballControls(camera, renderer);
        let clock = new THREE.Clock();

        // add a plane
        let planeGeometry = new THREE.PlaneGeometry(60, 40, 1, 1);
        let planeMaterial = new THREE.MeshLambertMaterial({
            color: 0xffffff
        });
        let plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.receiveShadow = true;
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 0;
        plane.position.y = 0;
        plane.position.z = 0;
        scene.add(plane);

        // add ambient lighting
        let ambientLight = new THREE.AmbientLight(0x555555);
        scene.add(ambientLight);

        // add spotlight
        let spotLight = new THREE.SpotLight(0xffffff, 1.2, 150, Math.PI / 4, 0, 2);
        spotLight.shadow.mapSize.height = 1024;
        spotLight.shadow.mapSize.width = 1024;
        spotLight.position.set(-40, 30, 30);
        spotLight.castShadow = true;
        scene.add(spotLight);

        addGeometries(scene);

        // attributes which can be modified in GUI
        const controls = {

        };
        // init GUI
        initGUI();

        renderScene();

        function initGUI(){
            let gui = new dat.GUI();
        }

        function onResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function addGeometries(scene) {
            let geometries = [];
            geometries.push(new THREE.CylinderGeometry(1, 4, 4));
            geometries.push(new THREE.BoxGeometry(2, 2, 2));
            geometries.push(new THREE.SphereGeometry(2));
            geometries.push(new THREE.IcosahedronGeometry(4));
            let points = [];
            let detail = 0.1;
            let radius = 3;
            for(let angle = 0.0; angle<Math.PI; angle+=detail){
                points.push(new THREE.Vector3(Math.cos(angle) * radius, 0, Math.sin(angle) * radius));
            }
            geometries.push(new THREE.LatheGeometry(points, 12));
            geometries.push(new THREE.OctahedronGeometry(3));
            geometries.push(new THREE.TetrahedronGeometry(3));
            geometries.push(new THREE.TorusGeometry(3, 1, 10, 10));
            geometries.push(new THREE.TorusKnotGeometry(3, 0.5, 50, 20));

            let j = 0;
            geometries.forEach((v, i) => {
                let material = new THREE.MeshLambertMaterial({
                    color : Math.random() * 0xffffff
                });
                let mesh = new THREE.Mesh(v, material);
                mesh.castShadow = true;

                mesh.position.x = -24 + ((i % 4) * 12);
                mesh.position.y = 4;
                mesh.position.z = -8 + (j * 12);

                if ((i + 1) % 4 == 0) j++;
                scene.add(mesh);
            });
        }

        function renderScene(){
            trackballControls.update(clock.getDelta());
            stats.update();
            requestAnimationFrame(renderScene);
            renderer.render(scene, camera);
        }
    }
</script>
</body>
</html>

运行结果:


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