3D世界是由点组成的,两个点组成一条直线,而三个点就能够组成一个三角形,经过三角形就能够组成任意形状的物体,而这种组成的物体咱们称为Mesh模型,接着Mesh模型加上纹理就组成了真实的3D世界。下面咱们就逐一介绍。html
在Three.js中,默认使用的就是右手坐标系,即将手掌伸开平行于X轴,而后屈掌使得四指平行于y轴,这时大拇指朝向与z轴相同就是右手坐标系,不然,就是左手坐标系。下面两张图的描述方法都是正确的。以下:git
如上,Three.js中使用的就是右边的这个坐标系 - 右手坐标系。github
在3D世界中,在创建了坐标系以后,就会经过x、y、z三个份量肯定空间中的一个点。Three.js中提供了THREE.Vector3()构造函数来建立一个点,咱们在源码中搜索Vector3就能够找到此构造函数的定义,以下所示:app
function Vector3( x, y, z ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; } Object.assign( Vector3.prototype, { isVector3: true, set: function ( x, y, z ) { this.x = x; this.y = y; this.z = z; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; this.z = scalar; return this; }, setX: function ( x ) { this.x = x; return this; },
// ... 还有不少额外的方法
即首先定义了一个构造函数,而后给这个构造函数添加原型,最后,在原型上定义了一系列的方法,因而,若是咱们但愿获取一个点,就能够经过下面的方式:dom
var point = new THREE.Vector3(50, 50, 50);
或者,利用实例的set方法,以下所示:ide
var point1 = new THREE.Vector3(50, 50, 50);
两点链接便可获得一条线。而若是要在WebGL中建立一条线,须要大体以下步骤:函数
var geometry = new THREE.Geometry(); var material = new THREE.LineBasicMaterial({VertexColors: true}); var p1 = new THREE.Vector3(0, 0, -50); var p2 = new THREE.Vector3(50, 0, 50); geometry.vertices.push(p1); geometry.vertices.push(p2); var color1 = new THREE.Color(0x444444), color2 = new THREE.Color(0xff00ff); geometry.colors.push(color1, color2); var line = new THREE.Line(geometry, material, THREE.LinePieces); scene.add(line);
其中,咱们首先建立一个Geometry(几何形状),点、线、面都是几何形状,因此画线,就要先定义一个几何形状,而后在经过THREE.LineBasicMaterial构造函数建立直线的材料,实际上,它接受一个配置对象,属性有Color(颜色)、LineWidth(宽度)、Linecap(线条两端外观)、Linejoin(两个线条链接点的外观)等等。接着,咱们建立了两个点p1和p2,又push进入geometry中,vertices就是顶点的意思;而后又建立了两个颜色即两端点的颜色;再经过THREE.Line将geometry、material结合;最后添加到场景中便可。ui
完整代码以下:this
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>three.js</title> <style> * { margin: 0; padding: 0; } </style> <script src="./three.js"></script> </head> <body> <script> var scene = new THREE.Scene(); var axes = new THREE.AxesHelper(100); scene.add(axes); var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000); camera.position.x = 100; camera.position.y = 100; camera.position.z = 100; camera.lookAt(scene.position); var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(0x111111); renderer.setSize(window.innerWidth, window.innerHeight); var geometry = new THREE.Geometry(); var material = new THREE.LineBasicMaterial({vertexColors: true}); var p1 = new THREE.Vector3(0, 0, -50); var p2 = new THREE.Vector3(50, 0, 50); geometry.vertices.push(p1); geometry.vertices.push(p2); var color1 = new THREE.Color(0x444444), color2 = new THREE.Color(0xff00ff); geometry.colors.push(color1, color2); var line = new THREE.Line(geometry, material, THREE.LineSegments); scene.add(line); document.body.append(renderer.domElement); renderer.render(scene, camera); </script> </body> </html>
效果以下:spa
即其中的紫色的线就是咱们建立的,而其余三个是坐标轴。
这里,咱们能够绘制一个坐标平面,其中横竖都是二十条线,在照相机的拍摄下,以下所示:
完整代码以下所示:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>three.js</title> <style> * { margin: 0; padding: 0; } </style> <script src="./three.js"></script> </head> <body> <script> var scene = new THREE.Scene(); var axes = new THREE.AxesHelper(1000); scene.add(axes); var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000); camera.position.x = 0; camera.position.y = 1000; camera.position.z = 0; camera.up.x = 1; camera.lookAt(scene.position); var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(0xffffff); renderer.setSize(window.innerWidth, window.innerHeight); var geometry = new THREE.Geometry(); var material = new THREE.LineBasicMaterial({color:0x000000, opacity: 0.2}); var p1 = new THREE.Vector3(-500, 0, 0); var p2 = new THREE.Vector3(500, 0, 0); geometry.vertices.push(p1); geometry.vertices.push(p2); for (var i = 0; i <= 20; i++) { var line = new THREE.Line(geometry, material); line.position.z = (i * 50) - 500; scene.add(line); var line = new THREE.Line(geometry, material); line.position.x = (i * 50) - 500; line.rotation.y = 90 * Math.PI / 180; scene.add(line); } document.body.append(renderer.domElement); renderer.render(scene, camera); </script> </body> </html>
这里就是经过循环来建立线条,保证封闭便可,经过旋转方向保证造成一个正方形。
至此,咱们就完成了点、线、面的绘制了。