1.立方體
雖然這一形狀的名字叫立方體(CubeGeometry),但它其實(shí)是長(zhǎng)方體,也就是長(zhǎng)寬高可以設(shè)置為不同的值。其構(gòu)造函數(shù)是:
THREE.CubeGeometry(width,height,depth,widthSegments,heightSegments, depthSegments)
width:x方向上的長(zhǎng)度
height:y方向上的長(zhǎng)度
depth:z方向上的長(zhǎng)度
widthSegments:x方向上的分段數(shù)(可選,缺省值1)
heightSegments:y方向上的分段數(shù)(同上)
depthSegments:z方向上的分段數(shù)(同上)
未分段:
var material = new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true});drawCube(scene, material);function drawCube(scene, material) { var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 2, 3), material); scene.add(cube);}
物體的默認(rèn)位置是原點(diǎn),對(duì)于立方體而言,是其幾何中心在原點(diǎn)的位置。
分段:
var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 2, 3, 2, 2, 3), material);

為什么會(huì)有這么多邪線呢?版本問題。R73版本:

注意這個(gè)分段是對(duì)六個(gè)面進(jìn)行分段,而不是對(duì)立方體的體素分段,因此在立方體的中間是不分段的,只有六個(gè)側(cè)面被分段。
2.平面
這里的平面(PlaneGeometry)其實(shí)是一個(gè)長(zhǎng)方形,而不是數(shù)學(xué)意義上無限大小的平面。其構(gòu)造函數(shù)為:
THREE.PlaneGeometry(width, height, widthSegments, heightSegments)
width:x方向上的長(zhǎng)度
height:y方向上的長(zhǎng)度
widthSegments:x方向上的分段數(shù)(可選,缺省值1)
heightSegments:y方向上的分段數(shù)(同上)
new THREE.PlaneGeometry(2, 4);創(chuàng)建的平面在x軸和y軸所在平面內(nèi),效果如下:

3.球體
球體(SphereGeometry)的構(gòu)造函數(shù)是:
THREE.SphereGeometry(radius,segmentsWidth,segmentsHeight,phiStart, phiLength, thetaStart, thetaLength)// radius:半徑// segmentsWidth:經(jīng)度上的分段數(shù)// segmentsHeight:緯度上的分段數(shù)// phiStart:經(jīng)度開始的弧度// phiLength:經(jīng)度跨過的弧度// thetaStart:緯度開始的弧度// thetaLength:緯度跨過的弧度
3.1 經(jīng)緯度分段數(shù)
首先,我們來理解下segmentsWidth和segmentsHeight。使用var sphere = new THREE.SphereGeometry(3, 8, 6)可以創(chuàng)建一個(gè)半徑為3,經(jīng)度劃分成8份,緯度劃分成6份的球體,如下圖所示。

segmentsWidth相當(dāng)于經(jīng)度被切成了幾瓣,而segmentsHeight相當(dāng)于緯度被切成了幾層。
new THREE.SphereGeometry(3, 5, 4)的效果:

new THREE.SphereGeometry(3, 8, 6)的效果:

new THREE.SphereGeometry(3, 18, 12)的效果:

在圖形底層的實(shí)現(xiàn)中,并沒有曲線的概念,曲線都是由多個(gè)折線近似構(gòu)成的。對(duì)于球體而言,當(dāng)這兩個(gè)值較大的時(shí)候,形成的多面體就可以近似看做是球體了。
3.2 經(jīng)度弧度
new THREE.SphereGeometry(3, 8, 6, Math.PI / 6, Math.PI / 3)表示起始經(jīng)度為Math.PI / 6,經(jīng)度跨度為Math.PI / 3。
效果如下:

注意,這里segmentsWidth為8意味著對(duì)于經(jīng)度從Math.PI / 6跨過Math.PI / 3的區(qū)域內(nèi)劃分為8塊,而不是整個(gè)球體的經(jīng)度劃分成8塊后再判斷在此經(jīng)度范圍內(nèi)的部分。
3.3 緯度弧度
緯度弧度同理。new THREE.SphereGeometry(3, 8, 6, 0, Math.PI * 2, Math.PI / 6, Math.PI / 3)表示緯度從Math.PI / 6跨過Math.PI / 3。
效果如下:

new THREE.SphereGeometry(3, 8, 6, Math.PI / 2, Math.PI, Math.PI / 6, Math.PI / 2)的效果:

4.源碼
<!DOCTYPE html><html> <head> <meta charset="UTF-8"> <title>3.js測(cè)試四</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(-5, 5, 3.75, -3.75, 0.1, 100); camera.position.set(25, 25, 25); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); // 材質(zhì) var material = new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true }); drawCube(scene, material); //立方體// drawPlane(scene, material); //平面// drawSphere(scene, material); //球體 // render renderer.render(scene, camera); } function drawCube(scene, material) { var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 2, 3, 2, 2, 3), material); scene.add(cube); } function drawPlane(scene, material) { var plane = new THREE.Mesh(new THREE.PlaneGeometry(2, 4), material); scene.add(plane); } function drawSphere(scene, material) { var sphere = new THREE.Mesh(new THREE.SphereGeometry(3, 18, 12), material);// var sphere = new THREE.Mesh(new THREE.SphereGeometry(3, 8, 6, Math.PI / 6, Math.PI / 3), material);// var sphere = new THREE.Mesh(new THREE.SphereGeometry(3, 8, 6, 0, Math.PI * 2, Math.PI / 6, Math.PI / 3), material);// var sphere = new THREE.Mesh(new THREE.SphereGeometry(3, 8, 6, Math.PI / 2, Math.PI, Math.PI / 6, Math.PI / 2), material); scene.add(sphere); } </script></html>以上就是Three.js學(xué)習(xí)之幾何形狀的全部?jī)?nèi)容,小編陸續(xù)還會(huì)更新關(guān)于Three.js的文章,請(qǐng)大家繼續(xù)關(guān)注武林網(wǎng)。
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