- Three.js 零根底入门教程(郭隆邦)
- Three.js 中文文档
First Scene
几何体 Geometry
- THREE.BoxGeometry(宽, 高, 长) 立方体
- THREE.SphereGeometry(半径, number, number) 球体
var geometry = new THREE.BoxGeometry(100, 100, 100);var geometry = new THREE.SphereGeometry(60, 40, 40);
资料 Material
对立方体的色彩、透明度等等属性进行设置
var material = new THREE.MeshLambertMaterial({ color: 0x0000ff });
光源 Light
创立一个点光源,参数定义光照强度,光源强度变低时,物体也随之变黯淡
var point = new THREE.PointLight(0xffffff);
相机 Camera
THREE.OrthographicCamera()创立一个正射投影相机对象,参数扭转拍照窗口的大小。取景范畴变小,物体变大,反之变小。
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
整体构造
过程
- THREE.Scene() 创立场景对象
发明物体对象
- new THREE.BoxGeometry 创立物体
- new THREE.MeshLambertMaterial 应用资料
- new THREE.Mesh(box,material) 创立网格,增加物体
- new THREE.PointLight(0xffffff) 创立光源
- new THREE.AmbientLight(0x444444) 创立环境光
- scene.add(mesg/point/ambient) 向场景中增加对象
- THREE.OrthographicCamera() 创立相机对象
- THREE.WebGLRenderer() 创立渲染对象
- renderer.render(scene,camera) 投影
插入多个几何体
几何体
//长方体 参数:长,宽,高var geometry = new THREE.BoxGeometry(100, 100, 100);// 球体 参数:半径60 经纬度细分数40,40var geometry = new THREE.SphereGeometry(60, 40, 40);// 圆柱 参数:圆柱面顶部、底部直径50,50 高度100 圆周分段数var geometry = new THREE.CylinderGeometry(50, 50, 100, 25);// 正八面体var geometry = new THREE.OctahedronGeometry(50);// 正十二面体var geometry = new THREE.DodecahedronGeometry(50);// 正二十面体var geometry = new THREE.IcosahedronGeometry(50);
辅助三维坐标系 AxisHelper
// 辅助坐标系 参数250示意坐标系大小,能够依据场景大小去设置var axisHelper = new THREE.AxisHelper(250);scene.add(axisHelper);
同时绘制多个几何体
- 代码
var geometry1 = new THREE.BoxGeometry(100, 100, 100);var material1 = new THREE.MeshLambertMaterial({ color: 0x0000ff,});var mesh1 = new THREE.Mesh(geometry1, material1);scene.add(mesh1);var geometry2 = new THREE.SphereGeometry(60, 40, 40);var material2 = new THREE.MeshLambertMaterial({ color: 0xff00ff,});var mesh2 = new THREE.Mesh(geometry2, material2);mesh2.translateX(70); //球体网格模型沿Y轴正方向平移120scene.add(mesh2);var geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);var material3 = new THREE.MeshLambertMaterial({ color: 0xffff00,});var mesh3 = new THREE.Mesh(geometry3, material3);// mesh3.translateX(120); //球体网格模型沿Y轴正方向平移120mesh3.position.set(120, 0, 0); //设置mesh3模型对象的xyz坐标为120,0,0scene.add(mesh3);
- 成果
资料
资料类型
- MeshBasicMaterial 根底网格材质,不受光照影响的材质
- MeshLambertMaterial Lambert 网格材质,与光照有反馈,漫反射
- MeshPhongMaterial 高光 Phong 材质,与光照有反馈
- MeshStandardMaterial PBR 物理材质,相比拟高光 Phong 材质能够更好的模仿金属、玻璃等成果
资料属性
批改 THREE.MeshLambertMaterial()的参数,扭转几何体的显示成果
- 线框成果
var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000, wireframe: true, // 将几何图形渲染为线框});
- 通明成果
var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000, opacity: 0.7, transparent: true,});
- 高光成果
如同没什么区别
// 右边var sphereMaterial = new THREE.MeshPhongMaterial({ color: 0x0000ff, specular: 0x4488ee, shininess: 12,});// 左边var sphereMaterial = new THREE.MeshPhongMaterial({ color: 0x0000ff, specular: 0x4488ee, shininess: 12,});
把 shininess 改成-100 略微显著一点了
光源
没有光源时所有的物体都是彩色,下面所有的示例都是在有光源的状况下展现进去的
类型
- AmbientLight 环境光
- PointLight 点光源
- DirectionalLight 平行光,比方太阳光
- SpotLight 聚光源
留神: MeshBasicMaterial 根底资料是不会反光的,因而留神切换资料,否则是没有成果的
环境光
环境光只是设置了整个空间的敏感成果,设置了环境光之后可能看清物体的色彩,但无奈看清物体的棱角,没有很好的平面成果
var ambient = new THREE.AmbientLight(0x444444);scene.add(ambient);
点光源
设置了点光源之后物体就平面起来了,当把点光源的地位设置为(0,0,0)时是有效的,因为光源在物体外部无奈照射到物体外表
//点光源var point = new THREE.PointLight(0xffffff);point.position.set(400, 200, 300);scene.add(point);
而当关上了鼠标管制,调整到物体的反面时,又是暗的,起因是点光源无奈照射到另一面,设置绝对地位的点光源则可照亮整个物体
var point = new THREE.PointLight(0xffffff);point.position.set(-400, -200, -300);scene.add(point);