标签: three.jsapp
好比你想绘制一条直线或者一个圆,而不是网格状体。首先须要设置渲染器,场景和摄像机(参考第一节)dom
咱们须要以下代码:code
var renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 500); camera.position.set(0, 0, 100); camera.lookAt(new THREE.Vector3(0, 0, 0)); var scene = new THREE.Scene();
下一步就是肯定材质。对于线条咱们必须用 LineBasicMaterail
或者 LineDashedMaterial
(虚线)。three
//建立一个蓝色的线条基本材质 var material = new THREE.LineBasicMaterial({color:0x0000ff});
事后咱们须要有数个顶点的 Geometry
(几何体) 或BufferGeometry
(缓冲几何体),推荐BufferGeometry,它显示更出色,为了简便,咱们在这里用Geometry。it
var geometry = new THREE.Geometry(); //Vector3 是三维矢量,参数理解为为x,y,z坐标 var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(-10, 0, 0)); geometry.vertices.push(new THREE.Vector3(0, 10, 0)); geometry.vertices.push(new THREE.Vector3(10, 0, 0));
注意到线条是按照顶点坐标连续链接起来的,而不包含起始点和结束点的那条线(线条不会闭合)io
既然咱们有了两条线段和一种材质,咱们能把他们
合在一块儿造成一条轨迹线。渲染
var line = new THREE.Line(geometry, material);
剩下的就是调用渲染器将它加入场景中标签
scene.add(line); renderer.render(scene, camera);
你能看到由两条蓝色线条组成的向上箭头。co