媒介:
本章将相识内容包括Three中的主要组件;THERE.SCENE对象的作用;多少图形和格网怎样关联;区别正射/透视投影摄像机
基础理论知识:
Three.scene(场景图)保存所有对象、光源和渲染所需的其他对象。
Three.scene 不仅仅是一个对象数组,还包含场景树形结构中的所有节点。
所有场景中的对象包括Three.scene都继续于THREE.Object3D的对象
为了更自由的查看场景,可以添加相关控制器,使用鼠标移动场景观看视角
- // 创建鼠标控制器
- let mouseControls = new OrbitControls(camera, renderer.domElement);
- // 监听控制器,每次拖动后重新渲染画面
- mouseControls.addEventListener('change', function(){
- renderer.render(scene, camera);
- });
复制代码 THREE.Scene.Add - 向场景中添加对象
THREE.Scene.Remove - 向场景中移除对象
THREE.Scene.children - 获取场景中所有的子对象列表
THREE.Scene.getObjectByName - 利用name属性,用于获取场景中的特定对象
THERE.Scene中常用的方法和属性表:
demo
效果:
代码:
- <script setup>// 导入three.jsimport * as THREE from 'three';//导入轨道控制器import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';// 导入调试工具import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js';import Stats from 'three/examples/jsm/libs/stats.module.js';import { ElMessage } from 'element-plus';import { ref, onMounted } from 'vue';const webglOutput = ref(null);const statsOutput = ref(null);onMounted(() => { const stats = initStats(); const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); scene.add(camera); const renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xFFFFFF, 1.0)); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.enabled = true; const planeGeometry = new THREE.PlaneGeometry(60, 40, 1, 1); const planeMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, side: THREE.DoubleSide }); const plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; plane.rotation.x = -0.5 * Math.PI; plane.position.set(0, 0, 0); scene.add(plane); camera.position.set(-30, 40, 30); camera.lookAt(scene.position); const ambientLight = new THREE.AmbientLight(0x0c0c0c); scene.add(ambientLight); const spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; scene.add(spotLight); webglOutput.value.appendChild(renderer.domElement); const controls = { rotationSpeed: 0.02, numberOfObjects: scene.children.length, removeCube() { const lastObject = scene.children[scene.children.length - 1]; // 判断最后一个物体是否是一个网格,制止移除摄像机和光源 if (lastObject instanceof THREE.Mesh) { scene.remove(lastObject); // 重新计算物体数量 controls.numberOfObjects = scene.children.length; } }, addCube() { const cubeSize = Math.ceil(Math.random() * 3); const cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize); const cubeMaterial = new THREE.MeshLambertMaterial({ color: Math.random() * 0xffffff }); const cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; cube.name = "cube-" + scene.children.length; cube.position.x = -30 + Math.round(Math.random() * planeGeometry.parameters.width); cube.position.y = Math.round(Math.random() * 5); cube.position.z = -20 + Math.round(Math.random() * planeGeometry.parameters.height); scene.add(cube); controls.numberOfObjects = scene.children.length; }, outputObjects() { console.log(scene.children); } }; const gui = new GUI(); gui.add(controls, 'rotationSpeed', 0, 0.5); gui.add(controls, 'addCube'); gui.add(controls, 'removeCube'); gui.add(controls, 'outputObjects'); gui.add(controls, 'numberOfObjects').listen(); function render() { stats.update(); scene.traverse((e) => { if (e instanceof THREE.Mesh && e !== plane) { e.rotation.x += controls.rotationSpeed; e.rotation.y += controls.rotationSpeed; e.rotation.z += controls.rotationSpeed; } }); requestAnimationFrame(render); renderer.render(scene, camera); } function initStats() { const stats = new Stats(); stats.setMode(0); stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; statsOutput.value.appendChild(stats.domElement); return stats; } // 创建鼠标控制器
- let mouseControls = new OrbitControls(camera, renderer.domElement);
- // 监听控制器,每次拖动后重新渲染画面
- mouseControls.addEventListener('change', function(){
- renderer.render(scene, camera);
- }); render();});</script><template> <div class="webgl-output" ref="webglOutput"></div> <div class="stats-output" ref="statsOutput"></div></template><style>*{ margin:0; padding:0;}canvas{ display: block; position: fixed; top: 0; left: 0; width: 100vw; height: 100vh;}</style>
复制代码
THERE.Scene
THERE.Scene包含两个属性 ——fog、overrideMaterial
fog
Scene.fog 线性雾
- scene.fog = new THREE.Fog(0xffffff, 0.015, 100); // 0.015是近处的雾的浓度,100是远处的雾的浓度
复制代码 Scene.fogExp2 指数雾
- // 指数雾
- scene.fog = new THREE.FogExp2(0xffffff, 0.01); // 0.01是雾的浓度
复制代码 overrideMaterial
设置overrideMaterial属性后,场景中所有物体都会使用该属性指向的材质,即使物体本身也设置了材质,使用该属性可以减少Three管理的材质数来提高运行效率。
- scene.overrideMaterial = new THREE.MeshLambertMaterial({ color: 0x95d2c3 });
复制代码 THERE.Geometry
一个立方体(三维空间中点集)有8个角,6个面,每个面都是包含3个顶角的三角形。
创建简朴立方体
- // 创建顶点
- const vertices = new Float32Array([
- 1, 3, 1,
- 1, 3, -1,
- 1, -1, 1,
- 1, -1, -1,
- -1, 3, -1,
- -1, 3, 1,
- -1, -1, -1,
- -1, -1, 1
- ]);
- // 创建面(使用索引而不是直接引用顶点)
- const indices = new Uint32Array([
- 0, 2, 1,
- 2, 3, 1,
- 4, 6, 5,
- 6, 7, 5,
- 4, 5, 1,
- 5, 0, 1,
- 7, 6, 2,
- 6, 3, 2,
- 5, 7, 0,
- 7, 2, 0,
- 1, 3, 4,
- 3, 6, 4
- ]);
- // 创建BufferGeometry
- const geometry = new THREE.BufferGeometry();
- geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
- geometry.setIndex(new THREE.BufferAttribute(indices, 1));
- geometry.computeVertexNormals(); // 计算顶点法线
- // 创建材质
- const material = new THREE.MeshBasicMaterial({ color: 0xff0000, side: THREE.DoubleSide });
- // 创建网格(Mesh)
- const mesh = new THREE.Mesh(geometry, material);
- mesh.position.set(0, 10, 0);
- // 将网格添加到场景中
- scene.add(mesh);
复制代码
阐明:由于版本更新使用对于简朴多少体构造的方法出现不同,但核心思想同等
THREE.Geometry和THREE.Face在最新的Three.js版本中被THREE.BufferGeometry和THREE.Float32BufferAttribute所取代
举行面的绘制的点次序很紧张,顺时针为面向摄像机,反之背向摄像机
clone()
创建出多少体对象的拷贝
- this.clone = function(){
- const clonedGeometry = mesh.geometry.clone();
- const materials = [
- new THREE.MeshLambertMaterial({ opacity: 0.6, color: 0xff44ff, transparent: true }),
- new THREE.MeshBasicMaterial({ color: 0x000000, wireframe: true })
- ];
- const mesh = THREE.SceneUtils.createMultiMaterialObject(clonedGeometry, materials);
- mesh.children.forEach((e) => {
- e.castShadow = true;
- });
- mesh.name = "clone";
- mesh.position.x = 0;
- mesh.position.y = 10;
- mesh.position.z = 0;
- mesh.translateX = 5;
- scene.add(mesh);
- }
复制代码 可以使用createMultiMaterialObject 和 WireFrameGeometry来添加线框,并使用xxx.material.linewidth 设置线框粗细
THERE.Mesh(网格)
Mesh作用于Geometry之上
mesh的常见的属性和方法:
正射/透视投影摄像机
若只必要简朴VR摄像机(即简朴的立体视觉效果),可用
1、THREE.StereoCamera将左右眼画面并排渲染;
2、使用其他特别摄像机渲染时差屏蔽式的3D图像
3、传统的红蓝重叠式3D图像
透视(perspective)——更贴近真实天下
perspectiveCamera:
转换函数PToO:
- // 相机转换函数
- this.changeCamera = 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.set(120, 60, 180);
- camera.lookAt(scene.position);
- this.perspective = "Orthographic";
- }else{
- camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
- camera.position.set(-30, 40, 30);
- camera.lookAt(scene.position);
- this.perspective = "Perspective";
- }
- }
复制代码 正射(orthographic)
orthographicCamera:
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