从webgl中文网学习:http://www.hewebgl.com/article/getarticle/56
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Three框架</title>
<script src="js/Three.js"></script>
<style type="text/css">
div#canvas-frame {
border: none;
cursor: pointer;
width: 100%;
height: 600px;
background-color: #EEEEEE;
}
</style>
<script>
//渲染器
var renderer;
function initThree() {
width = document.getElementById('canvas-frame').clientWidth; //定义宽度,为canvas框的可见区宽度
height = document.getElementById('canvas-frame').clientHeight;
renderer = new THREE.WebGLRenderer({ antialias: true }); //定义渲染器对象,({锯齿效果:true})
renderer.setSize(width, height); //设定渲染器大小(宽,高)
document.getElementById('canvas-frame').appendChild(renderer.domElement); //创建容器对象,即画布,放入canvas中
renderer.setClearColor(0xFFFFFF, 1.0); //设定渲染器背景颜色(颜色,透明度)
}
//相机
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000); //透视投影相机(视角,宽高比,近,远)
camera.position.x = 0; //相机的位置 x,y,z
camera.position.y = 1000;
camera.position.z = 0;
camera.up.x = 0; //相机以z=1轴为相机的上方,如果不设置,默认为y
camera.up.y = 0;
camera.up.z = 1;
camera.lookAt({ //相机看的方向位置
x : 0,
y : 0,
z : 0
});
}
//场景
var scene;
function initScene() {
scene = new THREE.Scene(); //定义场景
}
//灯光
var light;
function initLight() {
light = new THREE.DirectionalLight(0xFF0000, 1.0, 0); //定义方向光,即无限光、平行光(颜色12,强度)
light.position.set(100, 100, 200); //设定灯光位置(x,y,z)
scene.add(light); //加入场景
}
//多维数据集
var cube;
function initObject() {
var geometry = new THREE.Geometry(); //定义几何体
var material = new THREE.LineBasicMaterial( { vertexColors: true } ); //定义线条基本材质({顶点颜色:true})
var color1 = new THREE.Color( 0x444444 ), color2 = new THREE.Color( 0xFF0000 ); //定义两个颜色
// 线的材质可以由2点的颜色决定
var p1 = new THREE.Vector3( -100, 0, 100 ); //定义两个点的位置(x,y,z)
var p2 = new THREE.Vector3( 100, 0, -100 );
geometry.vertices.push(p1); //两个点,加入几何体的顶点集合
geometry.vertices.push(p2);
geometry.colors.push( color1, color2 ); //两个颜色,加入几何体的颜色集合
var line = new THREE.Line( geometry, material, THREE.LinePieces ); //定义线条(几何体(顶点、颜色),材质,一组点的连接方式)
scene.add(line); //加入场景
}
//启动函数
function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
renderer.clear(); //清除
renderer.render(scene, camera); //渲染
}
</script>
</head>
<body onload="threeStart();">
<div id="canvas-frame"></div>
</body>
</html>
替换代码中‘//多维数据集’部分,即为网格:
//多维数据集
var cube;
function initObject() {
var geometry = new THREE.Geometry(); //定义几何体
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) ); //定义两个点(x,y,z),加入geometry的vertices集
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
for ( var i = 0; i <= 20; i ++ ) {
var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) ); //定义线条(几何体,材质({颜色,透明度}))
line.position.z = ( i * 50 ) - 500; //定义线条line在z轴的位置
scene.add( line ); //加入场景
var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.x = ( i * 50 ) - 500;
line.rotation.y = 90 * Math.PI / 180; //旋转90度
scene.add( line );
}
}
8253

被折叠的 条评论
为什么被折叠?



