three.js 05-05 之 SphereGeometry 几何体
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本篇将要介绍的 SphereGeometry 球体是 three.js 中较简单的另一种几何体。先看看球体常用的几个属性,如下表所示:
<!DOCTYPE html><html><head> <title>示例 05.05 - SphereGeometry</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 box;var sphere;//var plane;var meshMaterial;var ambientLight;var spotLight;//var cameraHelper; $(function() {stats = initStats();scene = new THREE.Scene();webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿webglRender.setSize(window.innerWidth, window.innerHeight);webglRender.setClearColor(0xeeeeee, 1.0);webglRender.shadowMap.enabled = true; // 允许阴影投射render = webglRender;camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 30, 1000); // 2147483647camera.position.set(-45.5, 68.2, 90.9);var target = new THREE.Vector3(10, 0 , 0);controls = new THREE.OrbitControls(camera, render.domElement);controls.target = target;camera.lookAt(target);$('#webgl-output')[0].appendChild(render.domElement);window.addEventListener('resize', onWindowResize, false);ambientLight = new THREE.AmbientLight(0x0c0c0c);scene.add(ambientLight);spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(0, 60, 30);spotLight.shadow.mapSize.width = 5120; // 必须是 2的幂,默认值为 512spotLight.shadow.mapSize.height = 5120; // 必须是 2的幂,默认值为 512 spotLight.castShadow = true; scene.add(spotLight);//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);//scene.add(cameraHelper);// 加入一个地面var groundGeometry = new THREE.PlaneGeometry(100, 100, 4, 4);var groundMaterial = new THREE.MeshLambertMaterial({color: 0x777777}); // MeshBasicMaterial 材质不能接收阴影ground = new THREE.Mesh(groundGeometry, groundMaterial);ground.rotation.set(-0.5 * Math.PI, 0, 0); // 沿着 X轴旋转-90°ground.receiveShadow = true;scene.add(ground);// 材质 meshMaterial = [new THREE.MeshNormalMaterial({side: THREE.DoubleSide}),new THREE.MeshBasicMaterial({wireframe: true})];/** 用来保存那些需要修改的变量 */guiParams = new function() {this.rotationSpeed = 0.02;this.radius = 16;this.widthSegments = 10;this.heightSegments = 10;this.phiStart = 0;this.phiLength = 4.2;this.thetaStart = 0;this.thetaLength = 1.9;}/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */var gui = new dat.GUI();gui.add(guiParams, 'radius', 1, 50, 1).onChange(function(e){updateMesh()});gui.add(guiParams, 'widthSegments', 3, 20, 1).onChange(function(e){updateMesh()});gui.add(guiParams, 'heightSegments', 2, 20, 1).onChange(function(e){updateMesh()});gui.add(guiParams, 'phiStart', 0, 2 * Math.PI, 0.01).onChange(function(e){updateMesh()});gui.add(guiParams, 'phiLength', 0, 2 * Math.PI).onChange(function(e){updateMesh()});gui.add(guiParams, 'thetaStart', 0, Math.PI, 0.01).onChange(function(e){updateMesh()});gui.add(guiParams, 'thetaLength', 0, Math.PI).onChange(function(e){updateMesh()});updateMesh();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 */var step = 0;function rotateMesh() {step += guiParams.rotationSpeed;scene.traverse(function(mesh) {if ((mesh instanceof THREE.Mesh || mesh instanceof THREE.Line) && mesh != ground) {//mesh.rotation.x = step;mesh.rotation.y = step;//mesh.rotation.z = step;}});}function updateMesh() {scene.remove(sphere);// 定义 spherevar sphereGeometry = new THREE.SphereGeometry(guiParams.radius, guiParams.widthSegments, guiParams.heightSegments, guiParams.phiStart, guiParams.phiLength, guiParams.thetaStart, guiParams.thetaLength);sphere = new THREE.SceneUtils.createMultiMaterialObject(sphereGeometry, meshMaterial);sphere.children[1].castShadow = true; // sphere.children[0] 的材质是 MeshNormalMaterial,不能投射阴影sphere.position.set(0, guiParams.radius + 3, 0);scene.add(sphere);}</script></body></html>别看这个示例简单,还是比较有趣的。请尝试以下几种试验:
- 在右上角的调整项中,把 widthSegments、phiLength 和 thetaLength 均调至最大,再把 heightSegments 调至最小值,看看试验效果;然后不断调小 widthSegments 并观察效果;
- 在右上角的调整项中,把 phiLength 和 thetaLength 均调至最大,再把 widthSegments 调至最小值,看看试验效果;然后不断调小 heightSegments 并观察效果;
- 在右上角的调整项中,把 widthSegments 和 heightSegments 均调至最大,再把 thetaLength 调至 1;然后不断调整 thetaStart 并观察效果;
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