33 Three.js的材质THREE.MeshBasicMaterial

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简介

MeshBasicMaterial是一种非常简单的材质,这种材质不考虑场景中光照的影响。使用这种材质的网格会被渲染成简单的平面多边形,而且也可以显示几何体的线框。

设置属性

Three.js除了可以设置共有的属性外,还可以设置以下属性:

名称 描述 color(颜色) 设置材质的颜色 wireframe(线框) 设置这个属性的可以将材质渲染成线框,非常适合调试 wireframeLinewidth(线框宽度) 如果已经打开了wirefreme,这个属性定义线框中线的宽度 wireframeLinecap(线框线段端点) 这个属性定义了线框模式下顶点键线段的端点如何显示。可选的值包括butt(平)、round(圆)和square(方)。默认值为round。在实际使用中,这个属性的修改结果很难看出来。WebGLRenderer对象不支持该属性。 wireframeLinejoin(线框线段连接点) 这个属性定义了线段的连接点如何显示。可选的值有round(圆)、bevel(斜角)和miter(尖角)。默认值为round。如果你在一个使用低透明度和wireframeLinewidth值很大的例子里靠近观察,就可以看到这个属性的效果。WebGLRenderer对象不支持该属性 shading(着色) 该属性定义如何着色。可选的值有THREE.SmoothShading、THREE.NoShading和THREE.FlatShading。默认值为THREE.SmoothShading,这将产生一个平滑的对象,看不到单个面 vertexColors(顶点颜色) 可以通过这个属性给每个顶点定义不同的颜色。默认值为THREE.NoColors。如果将这个值设置为THREE.VertexColors,渲染器会采用THREE.Geometry对象的colors属性的值。该属性对象CanvasRenderer不起作用,但对WebGLRenderer起作用 fog(雾化) 该属性指定当前材质是否受全局雾化效果设置的影响。默认true,如果设置为false,将不会受雾化的影响

使用案例

直接按照上一节的的两种方法中的一种方法创建实例化对象,设置相关属性即可。

var meshMaterial = new THREE.MeshBasicMaterial({color:0xeeefff});

然后创建好图形形状,生成网格添加到scene当中即可

//球体        var sphereGeometry = new THREE.SphereGeometry(10, 30, 30);        var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);        scene.add(sphere);

案例代码

这里写图片描述

代码可以直接运行

<!DOCTYPE html><html lang="en"><head>    <meta charset="UTF-8">    <title>Title</title>    <style type="text/css">        html, body {            margin: 0;            height: 100%;        }        canvas {            display: block;        }    </style></head><body onload="draw();"></body><script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script><script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script><script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script><script src="https://johnson2heng.github.io/three.js-demo/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);        //告诉渲染器需要阴影效果        renderer.shadowMap.enabled = true;        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap        document.body.appendChild(renderer.domElement);    }    var camera;    function initCamera() {        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);        camera.position.set(0, 40, 100);        camera.lookAt(new THREE.Vector3(0, 0, 0));    }    var scene;    function initScene() {        scene = new THREE.Scene();    }    var ambientLight, directionalLight;    function initLight() {        ambientLight = new THREE.AmbientLight("#111111");        scene.add(ambientLight);        directionalLight = new THREE.DirectionalLight("#ffffff");        directionalLight.position.set(-40, 60, -10);        directionalLight.shadow.camera.near = 20; //产生阴影的最近距离        directionalLight.shadow.camera.far = 200; //产生阴影的最远距离        directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置        directionalLight.shadow.camera.right = 50; //最右边        directionalLight.shadow.camera.top = 50; //最上边        directionalLight.shadow.camera.bottom = -50; //最下面        //这两个值决定使用多少像素生成阴影 默认512        directionalLight.shadow.mapSize.height = 1024;        directionalLight.shadow.mapSize.width = 1024;        //告诉平行光需要开启阴影投射        directionalLight.castShadow = true;        scene.add(directionalLight);    }    var cube, plane, meshMaterial;    function initModel() {        //辅助工具        var helper = new THREE.AxisHelper(10);        scene.add(helper);        //球体        var sphereGeometry = new THREE.SphereGeometry(10, 30, 30);        meshMaterial = new THREE.MeshBasicMaterial({color: 0xaaafff});        var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);        sphere.position.set(-20, 20, 0);        sphere.castShadow = true;        scene.add(sphere);        //立方体        var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);        var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);        cube.position.x = 30;        cube.position.y = 5;        cube.position.z = -5;        //告诉立方体需要投射阴影        cube.castShadow = true;        scene.add(cube);        //底部平面        var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20);        var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa});        plane = new THREE.Mesh(planeGeometry, planeMaterial);        plane.rotation.x = -0.5 * Math.PI;        plane.position.y = -0;        //告诉底部平面需要接收阴影        plane.receiveShadow = true;        scene.add(plane);    }    //初始化dat.GUI简化试验流程    var controls;    function initGui() {        //声明一个保存需求修改的相关数据的对象        controls = {            rotationSpeed: 0.02,            bouncingSpeed: 0.03,            opacity: meshMaterial.opacity,            transparent: meshMaterial.transparent,            overdraw: meshMaterial.overdraw,            visible: meshMaterial.visible,            side: "front",            color: meshMaterial.color.getStyle(),            wireframe: meshMaterial.wireframe,            wireframeLinewidth: meshMaterial.wireframeLinewidth,            wireFrameLineJoin: meshMaterial.wireframeLinejoin,        };        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;            console.log(meshMaterial);        });        spGui.addColor(controls, 'color').onChange(function (e) {            meshMaterial.color.setStyle(e)        });        spGui.open();    }    //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 = 200;        //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        render();        //更新性能插件        stats.update();        controls.update();        requestAnimationFrame(animate);    }    function draw() {        initRender();        initScene();        initCamera();        initLight();        initModel();        initGui();        initControls();        initStats();        animate();        window.onresize = onWindowResize;    }</script></html>
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