在學習了幾何形狀和材質以後,咱們就能使用他們來建立物體了。最經常使用的一種物體就是網格(Mesh),網格是由頂點、邊、面等組成的物體;其餘物體包括線段(Line)、骨骼(Bone)、粒子系統(ParticleSystem)等。建立物體須要指定幾何形狀和材質,其中,幾何形狀決定了物體的頂點位置等信息,材質決定了物體的顏色、紋理等信息。 javascript
本篇將介紹建立較爲經常使用的物體:網格,而後介紹如何修改物體的屬性。html
1.建立網格java
在前幾篇中,咱們學習瞭如何建立幾何形狀與材質,而網格的建立很是簡單,只要把幾何形狀與材質傳入其構造函數。最經常使用的物體是網格(Mesh),它表明包含點、線、面的幾何體,其構造函數是: canvas
Mesh(geometry, material)
下面,讓咱們經過一個具體的例子瞭解如何建立網格:函數
var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh);
若是material和geometry以後不會複用的話,也能夠合在一塊兒寫爲: 學習
var mesh = new THREE.Mesh(new THREE.CubeGeometry(1, 2, 3), new THREE.MeshLambertMaterial({ color: 0xffff00 }) ); scene.add(mesh);
添加光照後,獲得的效果爲:測試
若是不指定material,則每次會隨機分配一種wireframe爲true的材質,每次刷新頁面後的顏色是不一樣的,一種可能的效果是:spa
源碼:3d
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>3.js測試9.1</title> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script type="text/javascript" src="js/three.min.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('mainCanvas') }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100); camera.position.set(5, 5, 20); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); // var material = new THREE.MeshBasicMaterial({ // color: 0xffff00, // wireframe: true // }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); var light = new THREE.DirectionalLight(0xffffff); light.position.set(20, 10, 5); scene.add(light); // render renderer.render(scene, camera); } </script> </html>
2.修改屬性code
2.1 修改材質
除了在構造函數中指定材質,在網格被建立後,也能對材質進行修改:
var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); mesh.material = new THREE.MeshLambertMaterial({ color: 0xff0000 });
最終顯示的顏色是紅色:
源碼:
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>3.js測試9.2</title> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script type="text/javascript" src="js/three.min.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('mainCanvas') }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100); camera.position.set(5, 5, 20); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); mesh.material = new THREE.MeshLambertMaterial({ color: 0xff0000 }); var light = new THREE.DirectionalLight(0xffffff); light.position.set(20, 10, 5); scene.add(light); // render renderer.render(scene, camera); } </script> </html>
2.2 位置、縮放、旋轉
位置、縮放、旋轉是物體三個經常使用屬性。因爲THREE.Mesh基礎自THREE.Object3D,所以包含scale、rotation、position三個屬性。它們都是THREE.Vector3實例,所以修改其值的方法是相同的,這裏以位置爲例。
THREE.Vector3有x、y、z三個屬性,若是隻設置其中一個屬性,則能夠用如下方法:
mesh.position.z = 1;
若是須要同時設置多個屬性,可使用如下兩種方法:
mesh.position.set(1.5, -0.5, 0);
或者:
mesh.position = new THREE.Vector3(1.5, -0.5, 0);
縮放對應的屬性是scale,旋轉對應的屬性是rotation,具體方法與上例相同,分別表示沿x、y、z三軸縮放或旋轉。
源碼:
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>3.js測試9.3</title> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script type="text/javascript" src="js/three.min.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('mainCanvas') }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100); camera.position.set(5, 5, 20); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); mesh.position.set(1.5, -0.5, 0); mesh.position = new THREE.Vector3(1.5, -0.5, 0); mesh.position.z = 1; var light = new THREE.DirectionalLight(0xffffff); light.position.set(20, 10, 5); scene.add(light); drawAxes(scene); // render renderer.render(scene, camera); } function drawAxes(scene) { // x-axis var xGeo = new THREE.Geometry(); xGeo.vertices.push(new THREE.Vector3(0, 0, 0)); xGeo.vertices.push(new THREE.Vector3(1, 0, 0)); var xMat = new THREE.LineBasicMaterial({ color: 0xff0000 }); var xAxis = new THREE.Line(xGeo, xMat); scene.add(xAxis); // y-axis var yGeo = new THREE.Geometry(); yGeo.vertices.push(new THREE.Vector3(0, 0, 0)); yGeo.vertices.push(new THREE.Vector3(0, 1, 0)); var yMat = new THREE.LineBasicMaterial({ color: 0x00ff00 }); var yAxis = new THREE.Line(yGeo, yMat); scene.add(yAxis); // z-axis var zGeo = new THREE.Geometry(); zGeo.vertices.push(new THREE.Vector3(0, 0, 0)); zGeo.vertices.push(new THREE.Vector3(0, 0, 1)); var zMat = new THREE.LineBasicMaterial({ color: 0x00ccff }); var zAxis = new THREE.Line(zGeo, zMat); scene.add(zAxis); } </script> </html>
整理自張雯莉《Three.js入門指南》