標籤: three.jsapp
好比你想繪製一條直線或者一個圓,而不是網格狀體。首先須要設置渲染器,場景和攝像機(參考第一節)dom
咱們須要以下代碼:code
var renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 500); camera.position.set(0, 0, 100); camera.lookAt(new THREE.Vector3(0, 0, 0)); var scene = new THREE.Scene();
下一步就是肯定材質。對於線條咱們必須用 LineBasicMaterail
或者 LineDashedMaterial
(虛線)。three
//建立一個藍色的線條基本材質 var material = new THREE.LineBasicMaterial({color:0x0000ff});
事後咱們須要有數個頂點的 Geometry
(幾何體) 或BufferGeometry
(緩衝幾何體),推薦BufferGeometry,它顯示更出色,爲了簡便,咱們在這裏用Geometry。it
var geometry = new THREE.Geometry(); //Vector3 是三維矢量,參數理解爲爲x,y,z座標 var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(-10, 0, 0)); geometry.vertices.push(new THREE.Vector3(0, 10, 0)); geometry.vertices.push(new THREE.Vector3(10, 0, 0));
注意到線條是按照頂點座標連續鏈接起來的,而不包含起始點和結束點的那條線(線條不會閉合)io
既然咱們有了兩條線段和一種材質,咱們能把他們
合在一塊兒造成一條軌跡線。渲染
var line = new THREE.Line(geometry, material);
剩下的就是調用渲染器將它加入場景中標籤
scene.add(line); renderer.render(scene, camera);
你能看到由兩條藍色線條組成的向上箭頭。co