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three.js 05-02 之 CircleGeometry 几何体

璩涛
2023-12-01

    本篇我们来介绍 CircleGeometry 几何体,其常用属性如下表所示:

属性描述
radius (半径)必选。此属性指定圆的半径
segments (分段)可选。此属性定义创建圆所用的面数量。最少3个,默认为8个。值越大,圆就越光滑
thetaStart (起始角)可选。此属性定义从哪儿开始画圆。取值范围 0~2*π
thetaLength (角度)可选。此属性定义圆画多大。默认为 2*π(整圆)。配合 thetaStart 一起使用。取值范围 0~2*π
这种几何体也是相当简单,用法跟 PlaneGeometry 相似,因此也不用过多嗷述。下面给出具体示例:

<!DOCTYPE html>
<html>
<head>
    <title>示例 05.02 - CircleGeometry</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 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); // 2147483647
		camera.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, 30, 60);
        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.MeshBasicMaterial({color: 0x777777});
		ground = new THREE.Mesh(groundGeometry, groundMaterial);
		ground.rotation.set(-0.5 * Math.PI, 0, 0); // 沿着 X轴旋转-90°
		scene.add(ground);
		
		// 定义 circle
		var circleGeometry;

		// 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 = 17.8;
			this.segments = 11;
			this.thetaStart = 1.1;
			this.thetaLength = 4.7;
			
			this.update = function() {
				scene.remove(plane);
				
				circleGeometry = new THREE.CircleGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);
				plane = new THREE.SceneUtils.createMultiMaterialObject(circleGeometry, meshMaterial);
				plane.castShadow = true;
				plane.position.set(0, 25, 0);
				scene.add(plane);
			}
		}
		/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
		var gui = new dat.GUI();
		var folder = gui.addFolder('Mesh');
		folder.open();
		folder.add(guiParams, 'radius', 1, 50).onChange(function(e) {
			guiParams.update();
		});
		folder.add(guiParams, 'segments', 1, 50).onChange(function(e) {
			guiParams.update();
		});
		folder.add(guiParams, 'thetaStart', 0, 2 * Math.PI).onChange(function(e) {
			guiParams.update();
		});
		folder.add(guiParams, 'thetaLength', 0, 2 * Math.PI).onChange(function(e) {
			guiParams.update();
		});
		
		guiParams.update();
		
		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 != ground) {
				//mesh.rotation.x = step;
				mesh.rotation.y = step;
				//mesh.rotation.z = step;
			}
		});
	}

</script>
</body>
</html>

未完待续···

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