<script src="/lib/three.js"></script>
<script src="/lib/js/utils/SceneUtils.js"></script>
<script src="/lib/js/QuickHull.js"></script>
<script src="/lib/js/geometries/ConvexGeometry.js"></script>
<script src="/lib/js/controls/OrbitControls.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>
<script>
var renderer;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.set(0, 0, 60);
}
var scene;
function initScene() {
scene = new THREE.Scene();
}
var light;
function initLight() {
scene.add(new THREE.AmbientLight(0x404040));
light = new THREE.DirectionalLight(0xffffff);
light.position.set(1,1,1);
scene.add(light);
}
function initModel() {
generatePoints(120, 2, 2 * Math.PI);
}
//生成模型调用的方法
function generatePoints(segments, phiStart, phiLength) {
// add 10 random spheres
var points = []; //存储顶点位置的数组
var height = 5;
var count = 40;
for (var i = 0; i < count; i++) {
//将顶点坐标push进入数组
points.push(new THREE.Vector3((Math.sin(i * 0.2) + Math.cos(i * 0.3)) * height + 12, ( i - count ) + count / 2, 0));
}
//创建一个存储顶点球体的对象
spGroup = new THREE.Object3D();
var material = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: false}); //声明顶点球体使用的纹理
points.forEach(function (point) {
var spGeom = new THREE.SphereGeometry(0.2); //实例化球形几何体
var spMesh = new THREE.Mesh(spGeom, material); //生成网格
spMesh.position.copy(point); //将当前顶点的坐标位置赋值给当前球体
spGroup.add(spMesh); //添加到对象当中
});
// 将存储顶点球体的对象添加到场景当中
scene.add(spGroup);
// 实例化一个THREE.LatheGeometry,并设置相关的信息
var latheGeometry = new THREE.LatheGeometry(points, segments, phiStart, phiLength);
latheMesh = createMesh(latheGeometry);
scene.add(latheMesh);
}
function createMesh(geom) {
// 实例化一个法向量的材质
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide; //设置两面都可见
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; //把材质渲染成线框
// 将两种材质都赋给几何体
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
return mesh;
}
//初始化性能插件
var stats;
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
var controls;
function initControls() {
controls = new THREE.OrbitControls( camera, renderer.domElement );
// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
controls.autoRotate = false;
//设置相机距离原点的最远距离
controls.minDistance = 20;
//设置相机距离原点的最远距离
controls.maxDistance = 160;
//是否开启右键拖拽
controls.enablePan = true;
}
function render() {
renderer.render( scene, camera );
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
//更新控制器
controls.update();
render();
//更新性能插件
stats.update();
requestAnimationFrame(animate);
}
function draw() {
initRender();
initScene();
initCamera();
initLight();
initModel();
initControls();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>