three.js 04-09 之 LineBasicMaterial 材质
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关于 three.js 中的材质部分介绍就快讲完了。接下来要介绍关于线段几何的两种材质:LineBasicMaterial 和 LineDashedMatertial。如下所示:
- LineBasicMaterial:通过线段基础材质,可以设置线段的颜色、宽度、断点及连接点等属性;
- LineDashedMaterial:跟 LineBasicMaterial 基本一样,但是通过指定短划线和间隔长度,可以创建出虚线效果;
我们先来介绍一下 LineBasicMaterial 材质,可用的常用属性如下表所示:
<!DOCTYPE html><html><head> <title>示例 04.09 - LineBasicMaterial</title><script src="../build/three.js"></script><script src="../build/js/controls/OrbitControls.js"></script><script src="../build/js/libs/stats.min.js"></script><script src="../build/js/libs/dat.gui.min.js"></script><script src="../jquery/jquery-3.2.1.min.js"></script> <style> body { /* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */ margin: 0; overflow: hidden; }/* 统计对象的样式 */#Stats-output {position: absolute;left: 0px;top: 0px;} </style></head><body><!-- 用于 WebGL 输出的 Div --><div id="webgl-output"></div><!-- 用于统计 FPS 输出的 Div --><div id="stats-output"></div><!-- 运行 Three.js 示例的 Javascript 代码 --><script type="text/javascript">var scene;var camera;var render;var webglRender;//var canvasRender;var controls;var stats;var guiParams;var ground;var cube;var lineMaterial;var ambientLight;var spotLight; $(function() {stats = initStats();scene = new THREE.Scene();webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿webglRender.setSize(window.innerWidth, window.innerHeight);webglRender.setClearColor(0x000000, 1.0);//webglRender.shadowMap.enabled = true; // 允许阴影投射render = webglRender;camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000); // 2147483647camera.position.set(-30, 40, 30);var target = new THREE.Vector3(0, 0 , 0);controls = new THREE.OrbitControls(camera, render.domElement);controls.target = target;camera.lookAt(target);$('#webgl-output')[0].appendChild(render.domElement);window.addEventListener('resize', onWindowResize, false);ambientLight = new THREE.AmbientLight(0x0c0c0c);scene.add(ambientLight);spotLight = new THREE.SpotLight({color: 0xffffff});spotLight.position.set(-40, 60, -10);spotLight.castShadow = true;scene.add(spotLight);//scene.add(new THREE.AxisHelper(20));// 加入坐标轴var points = gosper(4, 60);var lines = new THREE.Geometry();var colors = [];var i = 0;points.forEach(function(e){lines.vertices.push(new THREE.Vector3(e.x, e.z, e.y));colors[i] = new THREE.Color(0xffffff);// 色调(Hue)、饱和度(Saturation)、亮度(Lightnesscolors[i].setHSL(e.x / 100 + 0.5, e.y * 20 / 300, 0.8);i++;});lines.colors = colors;lineMaterial = new THREE.LineBasicMaterial({opacity: 1.0,linewidth: 1,vertexColors: THREE.VertexColors});var line = new THREE.Line(lines, lineMaterial);line.position.set(25, -30, -60); scene.add(line);/** 用来保存那些需要修改的变量 */guiParams = new function() {this.rotationSpeed = 0.01;}/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 *///var gui = new dat.GUI();renderScene(); });/** 渲染场景 */function renderScene() {stats.update();rotateMesh(); // 旋转物体requestAnimationFrame(renderScene);render.render(scene, camera);}/** 初始化 stats 统计对象 */function initStats() {stats = new Stats();stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间$('#stats-output').append(stats.domElement);return stats;}/** 当浏览器窗口大小变化时触发 */function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();render.setSize(window.innerWidth, window.innerHeight);}/** 旋转物体 */function rotateMesh() {scene.traverse(function(mesh) {if (mesh instanceof THREE.Line && mesh != ground) {//mesh.rotation.x += guiParams.rotationSpeed;//mesh.rotation.y += guiParams.rotationSpeed;mesh.rotation.z += guiParams.rotationSpeed;}});}/** 高斯帕曲线 */function gosper(a, b) {var turtle = [0, 0, 0];var points = [];var count = 0;rg(a, b, turtle); // turtle: 龟壳图案return points;function rt(x) {turtle[2] += x;}function lt(x) {turtle[2] -= x;}function fd(dist) {//ctx.beginPath();points.push({x: turtle[0], y: turtle[1], z: Math.sin(count) * 5});//ctx.moveTo(turtle[0], turtle[1]);var dir = turtle[2] * (Math.PI / 180);turtle[0] += Math.cos(dir) * dist;turtle[1] += Math.sin(dir) * dist;points.push({x: turtle[0], y: turtle[1], z: Math.sin(count) * 5}); //ctx.lineTo(turtle[0], turtle[1]); //ctx.stroke();}function rg(st, ln, turtle) {st--;ln = ln / 2.6457;if (st > 0) {//ctx.strokeStyle = '#111';rg(st, ln, turtle);rt(60);gl(st, ln, turtle);rt(120);gl(st, ln, turtle);lt(60);rg(st, ln, turtle);lt(120);rg(st, ln, turtle);rg(st, ln, turtle);lt(60);gl(st, ln, turtle);rt(60);}if (st == 0) {fd(ln);rt(60);fd(ln);rt(120);fd(ln);lt(60);fd(ln);lt(120);fd(ln);fd(ln);lt(60);fd(ln);rt(60)}}function gl(st, ln, turtle) {st--;ln = ln / 2.6457;if (st > 0) {//ctx.strokeStyle = '#555';lt(60);rg(st, ln, turtle);rt(60);gl(st, ln, turtle);gl(st, ln, turtle);rt(120);gl(st, ln, turtle);rt(60);rg(st, ln, turtle);lt(120);rg(st, ln, turtle);lt(60);gl(st, ln, turtle);}if (st == 0) {lt(60);fd(ln);rt(60);fd(ln);fd(ln);rt(120);fd(ln);rt(60);fd(ln);lt(120);fd(ln);lt(60);fd(ln);}}}</script></body></html>在这个示例中,用到了一个 gosper(a, b) 函数,此函数主要是产生一种叫“高斯帕曲线”(请读者自行参考 http://en.wikipedia.org/wiki/Gosper_curve)。接着,我们创建一个 THREE.Geometry 实例,为每个坐标创建一个顶点,并把它们放进该实例的线段属性中。对于每个坐标我们还会计算一个颜色值,用来设置 colors 属性。最后,我们就可以创建一个 LineBasicMaterial 材质对象了,结合几何体就能创建出 THREE.Line 网格了。
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