这个案例是官方案例,个人通过一个一个测试备注,感受模型如何配置参数,来生成理想的形状。three.js内置的这些几何确实够平常使用,还可以通过顶点实现效果。
案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-09/9.html
案例代码:
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Three框架</title> <script src="build/three.js"></script> <style type="text/css"> html, body { margin: 0; height: 100%; } canvas { display: block; } </style> <script> //渲染器 var renderer; function initRender() { width = window.innerWidth; height = window.innerHeight; renderer = new THREE.WebGLRenderer({ antialias: true }); //设置canvas尺寸 renderer.setSize(width, height); //设置背景 renderer.setClearColor(0x000000, 1.0); //设置设备像素比 renderer.setPixelRatio( window.devicePixelRatio ); //添加到dom document.body.appendChild(renderer.domElement); } //相机 var camera; function initCamera() { camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.y = 400; } //场景 var scene; function initScene() { scene = new THREE.Scene(); } //光源 var light; function initLight() { //添加环境光 scene.add(new THREE.AmbientLight( 0x404040)); //添加平衡光 light = new THREE.DirectionalLight( 0xffffff ); light.position.set(0,1,0); scene.add(light); } //模型 function initModel() { //通过加载图片生成一个纹理 var map = new THREE.TextureLoader().load("examples/textures/UV_Grid_Sm.jpg"); //定义纹理在水平和垂直方向简单的重复到无穷大。 map.wrapS = map.wrapT = THREE.RepeatWrapping; //定义纹理的各向异性 map.anisotropy = 16; //定义兰伯特网孔材质 var material = new THREE.MeshLambertMaterial({map:map,side:THREE.DoubleSide}); //球形网格 (半径长度,水平块的密度,垂直块的密度) object = new THREE.Mesh( new THREE.SphereGeometry(75,20,10), material); object.position.set( -400, 0, 200 ); scene.add(object); //二十面体 (图形大小半径,大于零将不是二十面体,越大越圆滑) object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 0 ), material ); object.position.set( -200, 0, 200 ); scene.add( object ); //八面体(图形大小半径,大于零将不是八面体,越大越圆滑) object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 0 ), material ); object.position.set( 0, 0, 200 ); scene.add( object ); //四面体(图形大小半径,大于零将不是四面体,越大越圆滑) object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material ); object.position.set( 200, 0, 200 ); scene.add( object ); //长方形平面 (x轴宽度,y轴高度,x方向分段数,y方向分段数) object = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100, 1, 1 ), material ); object.position.set( -400, 0, 0 ); scene.add( object ); //立方体 (x轴宽度,y轴高度,z轴深度,沿宽面分段数,沿高度面分段数,沿深度面分段数) object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100, 1, 1, 1 ), material ); object.position.set( -200, 0, 0 ); scene.add( object ); //圆形平面 (半径,顶点密度,绘制起点弧度,绘制弧度) object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material ); object.position.set( 0, 0, 0 ); scene.add( object ); //空心圆平面 (内圆半径,外圆半径,分割面越大越圆滑,垂直外边分割面,开始绘制弧度,绘制弧度) object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 10, 5, 0, Math.PI * 2 ), material ); object.position.set( 200, 0, 0 ); scene.add( object ); //圆柱体 (头部圆的半径,底部圆半径,高度,上下圆顶点个数,上下面切割线条数,上下面是否显示,开始弧度,绘制弧度) object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material ); object.position.set( 400, 0, 0 ); scene.add( object ); //车床模型 var points = []; for ( var i = 0; i < 50; i ++ ) { points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) ); } //(一个vector2的数组分别代表xy轴,生成圆周段的数目,开始弧度,绘制弧度) object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material ); object.position.set( -400, 0, -200 ); scene.add( object ); //救生圈 (救生圈半径,管道直径,基于管道横切顶点数,救生圈横切顶点个数) object = new THREE.Mesh( new THREE.TorusGeometry( 50, 20, 20, 20 ), material ); object.position.set( -200, 0, -200 ); scene.add( object ); //环面扭结模型 (图形半径,管道直径,基于管道横切定点数,根据图形半径横切顶点数,绕旋转对称轴的圈数,绕环面的圆的圈数) object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 10, 50, 20 ), material ); object.position.set( 0, 0, -200 ); scene.add( object ); //轴辅助 (每一个轴的长度) object = new THREE.AxisHelper( 50 ); object.position.set( 200, 0, -200 ); scene.add( object ); //箭头辅助(箭头头的方向必须是vecteor3,箭头起点必须是vector3,箭头长度,颜色) object = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50 ,0x00ffff); object.position.set( 400, 0, -200 ); scene.add( object ); } function animate() { requestAnimationFrame( animate ); render(); //stats.update(); } function render() { var timer = Date.now() * 0.0001; camera.position.x = Math.cos( timer ) * 800; camera.position.z = Math.sin( timer ) * 800; camera.lookAt( scene.position ); for ( var i = 0, l = scene.children.length; i < l; i ++ ) { var object = scene.children[ i ]; object.rotation.x = timer * 5; object.rotation.y = timer * 2.5; } renderer.render( scene, camera ); } //窗口变动触发的函数 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } //绘制 function draw() { initRender(); initCamera(); initScene(); initLight(); initModel(); animate(); window.addEventListener( 'resize', onWindowResize, false ); } </script> </head> <body onload="draw();"> </body> </html>