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mesh threejs 属性_threeJS创建mesh,创建平面,设置mesh的平移,旋转、缩放、自传、透明度、拉伸...

io_mesh_threejs

这个小案例是当初我在学习的时候,小的一个小案例,代码还需要进一步优化;还请谅解~~;主要用到了threeJS创建mesh,创建平面,设置mesh的平移,旋转、缩放、自传、透明度、拉伸等这些小功能;

采用的是正交投影摄像机。可能初学者看到这个案例,想写其中的某一个小功能可能会有点蒙,不要着急,后面我会持续更新,把每个小功能的demo写出来分享给大家。和大家一起学习,共同进步。也希望大家可以给出一些建议!!非常感谢~~

1  需要加载这些相关的js文件

2   下面是实现的一些小功能

3   下面是相关代码,代码还没有优化,请谅解~~(具体的每一个小功能后面我都会进行一一讲解)

body {

margin: 0;

overflow: hidden;

/* 隐藏body窗口区域滚动条 */

}

// once everything is loaded, we run our Three.js stuff.

$(function () {

var stats = initStats();

// create a scene, that will hold all our elements such as objects, cameras and lights.

var scene = new THREE.Scene();

// create a camera, which defines where we're looking at.

var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

// create a render and set the size

var renderer;

var webGLRenderer = new THREE.WebGLRenderer();

webGLRenderer.setClearColorHex(0xEEEEEE, 1.0);

webGLRenderer.setSize(window.innerWidth, window.innerHeight);

webGLRenderer.shadowMapEnabled = true;

var canvasRenderer = new THREE.CanvasRenderer();

canvasRenderer.setSize(window.innerWidth, window.innerHeight);

renderer = webGLRenderer;

var groundGeom = new THREE.PlaneGeometry(100, 100, 4, 4);

var groundMesh = new THREE.Mesh(groundGeom, new THREE.MeshBasicMaterial({ color: 0x777777 }));

groundMesh.rotation.x = -Math.PI / 2;

groundMesh.position.y = -20;

scene.add(groundMesh);

var sphereGeometry = new THREE.SphereGeometry(14, 20, 20);

var cubeGeometry = new THREE.CubeGeometry(15, 15, 15);

var planeGeometry = new THREE.PlaneGeometry(14, 14, 4, 4);

var meshMaterial = new THREE.MeshNormalMaterial({ color: 0x7777ff });

var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);

var cube = new THREE.Mesh(cubeGeometry, meshMaterial);

var plane = new THREE.Mesh(planeGeometry, meshMaterial);

// position the sphere

sphere.position.x = 0;

sphere.position.y = 3;

sphere.position.z = 2;

for (var f = 0, fl = sphere.geometry.faces.length; f < fl; f++) {

var face = sphere.geometry.faces[f];

var arrow = new THREE.ArrowHelper(

face.normal,

face.centroid,

2,

0x3333FF);

sphere.add(arrow);

}

cube.position = sphere.position;

plane.position = sphere.position;

// add the sphere to the scene

scene.add(cube);

// position and point the camera to the center of the scene

camera.position.x = -20;

camera.position.y = 30;

camera.position.z = 40;

camera.lookAt(new THREE.Vector3(10, 0, 0));

// add subtle ambient lighting

var ambientLight = new THREE.AmbientLight(0x0c0c0c);

scene.add(ambientLight);

// add spotlight for the shadows

var spotLight = new THREE.SpotLight(0xffffff);

spotLight.position.set(-40, 60, -10);

spotLight.castShadow = true;

scene.add(spotLight);

// add the output of the renderer to the html element

$("#WebGL-output").append(renderer.domElement);

// call the render function

var step = 0;

var oldContext = null;

var controls = new function () {

this.rotationSpeed = 0.02;

this.bouncingSpeed = 0.03;

this.opacity = meshMaterial.opacity;

this.transparent = meshMaterial.transparent;

this.visible = meshMaterial.visible;

this.side = "front";

this.wireframe = meshMaterial.wireframe;

this.wireframeLinewidth = meshMaterial.wireframeLinewidth;

this.selectedMesh = "cube";

this.shadow = "flat";

}

var gui = new dat.GUI();

var spGui = gui.addFolder("Mesh");

spGui.add(controls, 'opacity', 0, 1).onChange(function (e) {

meshMaterial.opacity = e

});

spGui.add(controls, 'transparent').onChange(function (e) {

meshMaterial.transparent = e

});

spGui.add(controls, 'wireframe').onChange(function (e) {

meshMaterial.wireframe = e

});

spGui.add(controls, 'wireframeLinewidth', 0, 20).onChange(function (e) {

meshMaterial.wireframeLinewidth = e

});

spGui.add(controls, 'visible').onChange(function (e) {

meshMaterial.visible = e

});

spGui.add(controls, 'side', ["front", "back", "double"]).onChange(function (e) {

console.log(e);

switch (e) {

case "front":

meshMaterial.side = THREE.FrontSide;

break;

case "back":

meshMaterial.side = THREE.BackSide;

break;

case "double":

meshMaterial.side = THREE.DoubleSide

break;

}

meshMaterial.needsUpdate = true;

});

spGui.add(controls, 'shadow', ["flat", "smooth"]).onChange(function (e) {

switch (e) {

case "flat":

// https://github.com/mrdoob/three.js/issues/1929

meshMaterial.shading = THREE.FlatShading;

break;

case "smooth":

meshMaterial.shading = THREE.SmoothShading;

break;

}

var oldPos = sphere.position.clone();

scene.remove(sphere);

scene.remove(plane);

scene.remove(cube);

sphere = new THREE.Mesh(sphere.geometry.clone(), meshMaterial);

cube = new THREE.Mesh(cube.geometry.clone(), meshMaterial);

plane = new THREE.Mesh(plane.geometry.clone(), meshMaterial);

sphere.position = oldPos;

cube.position = oldPos;

plane.position = oldPos;

switch (controls.selectedMesh) {

case "cube":

scene.add(cube);

break;

case "sphere":

scene.add(sphere);

break;

case "plane":

scene.add(plane);

break;

}

meshMaterial.needsUpdate = true;

console.log(meshMaterial);

});

spGui.add(controls, 'selectedMesh', ["cube", "sphere", "plane"]).onChange(function (e) {

scene.remove(plane);

scene.remove(cube);

scene.remove(sphere);

switch (e) {

case "cube":

scene.add(cube);

break;

case "sphere":

scene.add(sphere);

break;

case "plane":

scene.add(plane);

break;

}

scene.add(e);

});

render();

function render() {

stats.update();

cube.rotation.y = step += 0.01;

plane.rotation.y = step;

sphere.rotation.y = step;

// render using requestAnimationFrame

requestAnimationFrame(render);

renderer.render(scene, camera);

}

function initStats() {

var stats = new Stats();

stats.setMode(0); // 0: fps, 1: ms

// Align top-left

stats.domElement.style.position = 'absolute';

stats.domElement.style.left = '0px';

stats.domElement.style.top = '0px';

$("#Stats-output").append(stats.domElement);

return stats;

}

});

/**

* 创建场景对象Scene

*/

var scene = new THREE.Scene();

/**

* 创建网格模型

*/

//创建第一个方块

var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh

scene.add(mesh); //网格模型添加到场景中

// 设置产生投影的网格模型

mesh.castShadow = true;

//创建第二个方块

var geometry2 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material2 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh

mesh2.translateY(200);//方块二沿y轴正方向平移40

scene.add(mesh2); //网格模型添加到场景中

//创建第三个方块

var geometry3 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material3 = new THREE.MeshLambertMaterial({

color: 0x0000ff,

transparent: true,//开启透明度

opacity: 0.5,//设置透明度具体值

}); //材质对象Material

var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh

mesh3.translateY(400);//方块二沿y轴正方向平移80

scene.add(mesh3); //网格模型添加到场景中

//创建第四个方块

var geometry4 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material4 = new THREE.MeshLambertMaterial({

color: 0x0000ff,

transparent: true,//开启透明度

opacity: 0.5,//设置透明度具体值

}); //材质对象Material

var mesh4 = new THREE.Mesh(geometry4, material4); //网格模型对象Mesh

mesh4.translateY(600);//方块二沿y轴正方向平移120

scene.add(mesh4); //网格模型添加到场景中

//创建第五个方块

var geometry5 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material5 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh5 = new THREE.Mesh(geometry5, material5); //网格模型对象Mesh

mesh5.translateY(800);//方块二沿y轴正方向平移160

scene.add(mesh5); //网格模型添加到场景中

//创建第六个方块

var geometry6 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material6 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh6 = new THREE.Mesh(geometry6, material6); //网格模型对象Mesh

mesh6.translateX(200);//方块二沿y轴正方向平移40

scene.add(mesh6); //网格模型添加到场景中

mesh6.castShadow = true;

//创建第七个方块

var geometry7 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material7 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh7 = new THREE.Mesh(geometry7, material7); //网格模型对象Mesh

mesh7.translateX(400);//方块二沿y轴正方向平移80

scene.add(mesh7); //网格模型添加到场景中

mesh7.castShadow = true;

//创建第八个方块

var geometry8 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material8 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh8 = new THREE.Mesh(geometry8, material8); //网格模型对象Mesh

mesh8.translateX(600);//方块二沿y轴正方向平移120

scene.add(mesh8); //网格模型添加到场景中

mesh8.castShadow = true;

//创建第九个方块

var geometry9 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry

var material9 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var mesh9 = new THREE.Mesh(geometry9, material9); //网格模型对象Mesh

mesh9.translateX(800);//方块二沿y轴正方向平移160

scene.add(mesh9); //网格模型添加到场景中

mesh9.castShadow = true;

//创建第十个方块

var geometry10 = new THREE.BoxGeometry(200, 200, 200); //创建一个立方体几何对象Geometry

var material10 = new THREE.MeshLambertMaterial({

color: 0x0000ff

}); //材质对象Material

var newMesh = new THREE.Mesh(geometry10, material10); //网格模型对象Mesh

newMesh.copy(mesh);

//相比mesh而言,在平移

newMesh.translateX(-500);//方块二沿y轴正方向平移300

scene.add(newMesh); //网格模型添加到场景中

// 通过Path类的线条绘制方法方法定义轮廓

var shape = new THREE.Shape();

shape.moveTo(0, 0); //起点

shape.lineTo(0, 100); //第2点

shape.lineTo(100, 100); //第3点

shape.lineTo(100, 0); //第4点

shape.lineTo(0, 0); //第5点

var geometry11 = new THREE.ExtrudeGeometry( //拉伸造型

shape, //二维轮廓

//拉伸参数

{

amount: 300, //拉伸长度

}

);

var material11 = new THREE.MeshPhongMaterial({

color: 0x0000ff,

side: THREE.DoubleSide, //两面可见

// wireframe: true,

}); //材质对象

var mesh11 = new THREE.Mesh(geometry11, material11); //网格模型对象

mesh11.translateY(-500);//方块二沿y轴正方向平移40

scene.add(mesh11); //网格模型添加到场景中

// 辅助坐标系

var axisHelper = new THREE.AxisHelper(250);

scene.add(axisHelper);

/**

* 光源设置

*/

//点光源

var point = new THREE.PointLight(0xffffff);

point.position.set(40, 40, 30); //点光源位置

scene.add(point); //点光源添加到场景中

//环境光

var ambient = new THREE.AmbientLight(0x444444);

scene.add(ambient);

//创建一个平面几何体作为投影面

var planeGeometry = new THREE.PlaneGeometry(2000, 2000);

var planeMaterial = new THREE.MeshLambertMaterial({

color: 0x999999

}); //材质对象Material

// 平面网格模型作为投影面

var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial); //网格模型对象Mesh

scene.add(planeMesh); //网格模型添加到场景中

planeMesh.rotateX(-Math.PI / 2); //旋转网格模型

planeMesh.position.y = -50; //设置网格模型y坐标

// 设置接收阴影的投影面

planeMesh.receiveShadow = true;

// 方向光

var directionalLight = new THREE.DirectionalLight(0xffffff, 1);

// 设置光源位置

directionalLight.position.set(60, 60, 60);

scene.add(directionalLight);

// 设置用于计算阴影的光源对象

directionalLight.castShadow = true;

// 设置计算阴影的区域,最好刚好紧密包围在对象周围

// 计算阴影的区域过大:模糊 过小:看不到或显示不完整

directionalLight.shadow.camera.near = 0.5;

directionalLight.shadow.camera.far = 300;

directionalLight.shadow.camera.left = -50;

directionalLight.shadow.camera.right = 50;

directionalLight.shadow.camera.top = 200;

directionalLight.shadow.camera.bottom = -100;

// 设置mapSize属性可以使阴影更清晰,不那么模糊

// directionalLight.shadow.mapSize.set(1024,1024)

console.log(directionalLight.shadow.camera);

/**

* 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 = 1000; //三维场景显示范围控制系数,系数越大,显示的范围越大

//创建相机对象

var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 2000);

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)

//实现相机切换

this.switchCamera = function () {

if (camera instanceof THREE.PerspectiveCamera) {

camera = new THREE.OrthographicCamera(window.innerWidth / -16, window.innerWidth / 16, window.innerHeight / 16, window.innerHeight / -16, -200, 500);

camera.position.x = 120;

camera.position.y = 60;

camera.position.z = 180;

camera.lookAt(scene.position);

this.perspective = "Orthographic";

} else {

camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

camera.position.x = 120;

camera.position.y = 60;

camera.position.z = 180;

camera.lookAt(scene.position);

this.perspective = "Perspective";

}

};//代码放入GUI工具中,可以在页面上动态切换相机

//声明raycaster和mouse变量

var raycaster = new THREE.Raycaster();

console.log(raycaster);

var mouse = new THREE.Vector2();

function onMouseClick(event) {

//通过鼠标点击的位置计算出raycaster所需要的点的位置,以屏幕中心为原点,值的范围为-1到1.

mouse.x = (event.clientX / window.innerWidth) * 2 - 1;

mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;

// 通过鼠标点的位置和当前相机的矩阵计算出raycaster

raycaster.setFromCamera(mouse, camera);

// 获取raycaster直线和所有模型相交的数组集合

var intersects = raycaster.intersectObjects(scene.children);

console.log(intersects[i].object);

console.log(intersects);

//将所有的相交的模型的颜色设置为红色,如果只需要将第一个触发事件,那就数组的第一个模型改变颜色即可

for (var i = 0; i < intersects.length; i++) {

//ransparent: true;//开启透明度

//acity: 0.5//设置透明度具体值

intersects[i].object.material.color.set(0xff0000);

// console.log(intersects[i].object);

// 因为sphereMaterial.opacity和sphere.material.opacity值是相等的,所以只判断一个

// if (sphereMaterial.opacity > 0) {

// sphereMaterial.opacity -= 0.05;

// sphere.material.opacity -= 0.05;

// }

// else {

// sphere.material.transparent = true;

// clearInterval(timer);

// }

}

}

window.addEventListener('click', onMouseClick, false);

//初始化dat.GUI简化试验流程

var gui;

function initGui() {

//声明一个保存需求修改的相关数据的对象

controls = {

};

var gui = new dat.GUI();

}

//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 = 50;

//设置相机距离原点的最远距离

controls.maxDistance = 1000;

//是否开启右键拖拽

controls.enablePan = true;

}

//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

render();

//更新性能插件

stats.update();

//controls.update();

requestAnimationFrame(animate);

}

function draw() {

initGui();

initControls();

initStats();

animate();

window.onresize = onWindowResize;

}

/**

* 创建渲染器对象

*/

var renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });

renderer.setSize(width, height);//设置渲染区域尺寸

renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色

renderer.shadowMapEnabled = true;

document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

scene.add(ambient);

//执行渲染操作 指定场景、相机作为参数

renderer.render(scene, camera);

// 渲染函数

function render() {

renderer.render(scene, camera); //执行渲染操作

mesh8.rotateY(0.01);//每次绕y轴旋转0.01弧度

requestAnimationFrame(render); //请求再次执行渲染函数render,渲染下一帧

}

render();

//通过x,y,z指定旋转中心,obj是要旋转的对象

//function changePivot(x, y, z, obj) {

// let wrapper = new THREE.Object3D();

//wrapper.position.set(250, 250, 250);

//wrapper.add(mesh8);

//mesh8.position.set(x, y, z);

//return wrapper;

//}

//changePivot();

//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性

var controls = new THREE.OrbitControls(camera);

// onresize 事件会在窗口被调整大小时发生

window.onresize = function () {

// 重置渲染器输出画布canvas尺寸

renderer.setSize(width, height);

// 重置相机投影的相关参数

k = window.innerWidth / window.innerHeight;//窗口宽高比

camera.left = -s * k;

camera.right = s * k;

camera.top = s;

camera.bottom = -s;

// 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix

// 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)

// 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵

camera.updateProjectionMatrix();

};

// onresize 事件会在窗口被调整大小时发生

window.onresize = function () {

// 重置渲染器输出画布canvas尺寸

renderer.setSize(width, height);

// 全屏情况下:设置观察范围长宽比aspect为窗口宽高比

camera.aspect = window.innerWidth / window.innerHeight;

// 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix

// 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)

// 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵

camera.updateProjectionMatrix();

};

//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性

var control = new THREE.OrbitControls(camera);

//监听鼠标事件,触发渲染函数,更新canvas画布渲染效果

control.addEventListener('change', render);

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