ThreeJS——3D场景中插入多个几何体
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小猿在上篇文章中介绍了用Three.js绘制一个正方体所需的步骤,在这里小猿将介绍在3D场景中插入多个新几何体。绘制几何体的步骤都是那些步骤,所不同的是,这些几何体绘制的方法不一样,所需的参数不同,在这里直接完整的代码展示。
完整代码如下
<html lang="en">
<head>
<meta charset="UTF-8">
<title></title>
<style>
body{
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="./../js/three.js"></script>
<script>
/*
* 创建场景对象Scene
* */
let scene = new THREE.Scene();
// 立方体网格模型
let geometry1 = new THREE.BoxGeometry(100, 100, 100);
let material1 = new THREE.MeshLambertMaterial({
color: 0x0000ff
}); // 材质对象Material
let mesh1 = new THREE.Mesh(geometry1, material1); // 网格模型对象Mesh1
scene.add(mesh1); // 网格模型添加到场景中
// 球体网格模型
let geometry2 = new THREE.SphereGeometry(60, 40, 40);
let material2 = new THREE.MeshLambertMaterial({
color: 0xff00ff
});
let mesh2 = new THREE.Mesh(geometry2, material2); // 网格模型对象Mesh2
mesh2.translateY(120); // 球体网格模型沿Y轴正方向平移120
scene.add(mesh2);
// 圆柱网格模型
let geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);
let material3 = new THREE.MeshLambertMaterial({
color: 0xffff00
});
let mesh3 = new THREE.Mesh(geometry3, material3); // 网格模型对象Mesh3
mesh3.position.set(170, 0, 0); // 设置mesh3模型对象的xyz坐标为170,0,0
scene.add(mesh3);
// 正八面体
let geometry4 = new THREE.OctahedronGeometry(50);
let material4 = new THREE.MeshLambertMaterial({
color: 0xffff00
});
let mesh4 = new THREE.Mesh(geometry4, material4); // 网格模型对象Mesh4
mesh4.position.set(-170, 0, 0); // 设置mesh4模型对象的xyz坐标为-170,0,0
scene.add(mesh4);
// 正十二面体
let geometry5 = new THREE.DodecahedronGeometry(50);
let material5 = new THREE.MeshLambertMaterial({
color: 0xffff00
});
let mesh5 = new THREE.Mesh(geometry5, material5); // 网格模型对象Mesh5
mesh5.position.set(0, 0, -170); // 设置mesh5模型对象的xyz坐标为-170,0,0
scene.add(mesh5);
// 正二十面体
let geometry6 = new THREE.IcosahedronGeometry(50);
let material6 = new THREE.MeshLambertMaterial({
color: 0xffff00
});
let mesh6 = new THREE.Mesh(geometry6, material6); // 网格模型对象Mesh6
mesh6.position.set(0, 0, 170); // 设置mesh6模型对象的xyz坐标为170,0,0
scene.add(mesh6);
/**
* 光源设置
*/
//点光源
let point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 200);
scene.add(point);
//环境光
let ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
/**
* 相机设置
*/
let width = window.innerWidth; //窗口宽度
let height = window.innerHeight;
let k = width / height; //窗口宽高比
let s = 200;
// 创建相机对象
let camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 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
*/
let renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); // body元素中插入canvas对象
//执行渲染操作 指定场景、相机作为参数
let T0 = new Date()
function renderModle() {
let T1 = new Date()
let t = T1 - T0
T0 = T1
requestAnimationFrame(renderModle)
renderer.render(scene, camera)
mesh1.rotateY(0.0001 * t)
}
renderModle ()
</script>
</body>
</html>
效果图如下
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