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Threejs_顶点

夏天的枫_ 2022-01-22 阅读 89
3d

在这里插入图片描述

<!DOCTYPE html>
<html lang="en">

<head>
  <meta charset="UTF-8">
  <title>第一个three.js文件_WebGL三维场景</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
      /* 隐藏body窗口区域滚动条 */
    }
  </style>
  <!--引入three.js三维引擎-->
  <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script>
  <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
 <script src="http://www.yanhuangxueyuan.com/threejs/build/three.min.js"></script>
    <!--<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
  <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
  <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>-->
  <!-- <script src="./three.js"></script> -->
  <!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>

<body>
  <script>
    /**
     * 创建场景对象Scene
     */
    var scene = new THREE.Scene();
    /**
     * 创建网格模型
     */
      //1 声明对象---Geometry
 	var geometry = new THREE.Geometry();
	//2 设定4个坐标--用来组成面
	var p1 = new THREE.Vector3(0, 0, 0); //顶点1
	var p2 = new THREE.Vector3(0, 100, 0); //顶点2
	var p3 = new THREE.Vector3(50, 0, 0); //顶点3
	var p4 = new THREE.Vector3(0, 0, 100); //顶点4
	//3 顶点坐标---添加到---geometry对象
	geometry.vertices.push(p1, p2, p3,p4);
	// 4  第1-3个面:Face3构造函数创建一个三角面
	var face1 = new THREE.Face3(0, 1, 2);
	var face2 = new THREE.Face3(0, 2, 3);
	var face3 = new THREE.Face3(0, 1, 3);
	
	//5三角面每个顶点的法向量
	var n1 = new THREE.Vector3(0, 0, -1); //三角面Face1顶点1的法向量
	var n2 = new THREE.Vector3(0, 0, -1); //三角面2Face2顶点2的法向量
	var n3 = new THREE.Vector3(0, 0, -1); //三角面3Face3顶点3的法向量
	// 设置三角面Face3三个顶点的法向量
	face1.vertexNormals.push(n1,n2,n3);
	face2.normal=new THREE.Vector3(0, -1, 0);
	face3.normal=new THREE.Vector3(0, 0, -1);
	//6 三角面face1、face2添加到几何体中
	geometry.faces.push(face1,face2,face3);
	
	//7  材质对象
	var material = new THREE.MeshLambertMaterial({
	  // color: 0xffff00,
	  vertexColors: THREE.VertexColors, //以顶点颜色为准
	  side: THREE.DoubleSide, //两面可见
	});
    //8设置格式 
    var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
	//9 添加
	scene.add(mesh); //点对象添加到场景中

	// 点渲染模式
	<!-- var material = new THREE.PointsMaterial({ -->
	  <!-- color: 0xff0000, -->
	  <!-- size: 10.0 //点对象像素尺寸 -->
	<!-- }); //材质对象 -->
	<!-- var points = new THREE.Points(geometry, material); //点模型对象 -->
	<!-- scene.add(points); //点对象添加到场景中 -->
	
	// 线条渲染模式
	<!-- var material=new THREE.LineBasicMaterial({ -->
		<!-- color:0xff0000 //线条颜色 -->
	<!-- });//材质对象 -->
	<!-- var line=new THREE.Line(geometry,material);//线条模型对象 -->
	<!-- scene.add(line);//线条对象添加到场景中 -->
	

	
	
    /**
     * 光源设置
     */
    //10 点光源
    var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中
    //11 环境光
    var ambient = new THREE.AmbientLight(0x444444);
    scene.add(ambient);
    // console.log(scene)
    // console.log(scene.children)
    /**
     * 12 相机设置
     */
    var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
    //12.1创建相机对象
    var 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)
    /**
     * 13 创建渲染器对象
     */
    var 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
    //14 执行渲染操作   指定场景、相机作为参数
    renderer.render(scene, camera);
	
		
	
	
  </script>
</body>
</html>
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