第5话 threejs中的各种几何体

本文详细介绍了Three.js中各种几何体的创建方法及其属性设置,包括平面、圆形、立方体、球体、圆柱等二维及三维几何体,并提供了丰富的示例代码。

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这里我们介绍threejs提供的一些几何体:

  • PlaneGeometry(平面)
  • CircleGeometry(圆形)
  • ShapeGeometry(塑形)
  • CubeGeometry(立方体)
  • SphereGeometry(球体)
  • CylinderGeometry(圆柱)
  • TorusGeometry(圆环)
  • TorusKnotGeometry(环面纽结)
  • PolyhedronGeomatry(多面体)
  • IcosahedronGeometry(二十多面)
  • OctahedronGeometry(八面体)
  • TetraHedronGeometry(四面体)

二维几何体

PlaneGeometry

PlaneGeometry可以用来创建非常简单的二维矩形。

它的构造方法原型为:

new THREE.PlaneGeometry(width, height, widthSegments, heightSegments)

各参数的意义如下:

属性必填与否描述
width(宽度)指定矩形的宽度
height(高度)指定矩形的高度
widthSegments(宽度段数)指定矩形的宽度应该被分成几段
heightSegments(高度段数)指定矩形的高度应该被划分成几段
<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先向场景中添加一个初始平面
        var plane = createMesh(new THREE.PlaneGeometry(10, 14, 4, 4));
        scene.add(plane);

        camera.position.x = -20;
        camera.position.y = 30;
        camera.position.z = 40;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight);

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            // 用plane的几个基本属性值初始化controls
            this.width = plane.children[0].geometry.parameters.width;
            this.height = plane.children[0].geometry.parameters.height;

            // 几何体线条的宽高
            this.widthSegments = plane.children[0].geometry.parameters.widthSegments;
            this.heightSegments = plane.children[0].geometry.parameters.heightSegments;

            this.redraw = function () {
                scene.remove(plane);    // 删除原来的plane对象
                // 用controls当前的几个属性值构造一个新的平面对象
                plane = createMesh(new THREE.PlaneGeometry(controls.width, controls.height, Math.round(controls.widthSegments), Math.round(controls.heightSegments)));
                scene.add(plane);
            };
        };

        var gui = new dat.GUI();
        // 【width滑动条】的值改变时,将当前滑动条的值赋给controls.width,并调用controls.redraw()函数重绘plane平面
        gui.add(controls, 'width', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'height', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw);
        gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw);

        function createMesh(geom) {
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;   // 为了让平面在旋转过程中始终可见(两面都有颜色)
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;          // 显示平面的线条框架

            // 用geom表示的几何体和两个材质组装成一个新的平面对象
            var plane = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return plane;
        }

        var step = 0;
         renderScene();
        function renderScene() {
            stats.update();
            plane.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';
            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

CircleGeometry

通过CircleGeometry几何体你能够构建出简单的二维圆。

当创建CircleGeometry对象时,你可以指定几个属性:

属性是否必须描述
radius(半径)该属性定义了圆的半径,从而决定圆的大小
segment(分段)该属性定义了创建圆所用面的数量。最少3个,如果没有指定则默认8个。这个值越大,创建出的圆越光滑
thetaStart(圆弧起始角)该属性定义从哪儿开始画圆,取值范围是0~2*PI
thetaLength(圆弧张开的角度)该属性定义圆要画多大,结合thetaStart属性和该属性可以定义圆的形状。如果没有指定,则默认为2*PI(整圆)。
<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先使用CircleGeometry向场景中添加一个圆
        var circle = createMesh(new THREE.CircleGeometry(4, 10, 0.3 * Math.PI * 2, 0.3 * Math.PI * 2));
        scene.add(circle);

        camera.position.x = -20;
        camera.position.y = 30;
        camera.position.z = 40;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight);

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.radius = 4;
            this.thetaStart = 0.3 * Math.PI * 2;
            this.thetaLength = 0.3 * Math.PI * 2;
            this.segments = 10;

            this.redraw = function () {
                // 删除原来的圆
                scene.remove(circle);
                // 向场景中添加新的圆
                circle = createMesh(new THREE.CircleGeometry(controls.radius, controls.segments, controls.thetaStart, controls.thetaLength));
                scene.add(circle);
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'segments', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'thetaStart', 0, 2 * Math.PI).onChange(controls.redraw);
        gui.add(controls, 'thetaLength', 0, 2 * Math.PI).onChange(controls.redraw);

        function createMesh(geom) {
            //定义两个材质
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;
            // 使用createMultiMaterialObject()场景创建包含多重材质的mesh对象
            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转二维圆
            circle.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

  threejs创建二维图形(PlaneGeometry,CircleGeometry和ShapeGeometry)时只使用了x轴和y轴,所以这些二维图形在游览器中是直立的。要想创建一个水平放置而不是竖直放置的二维对象,可以将这个网格对象沿x轴向后旋转四分之一圈:

mesh.rotation.x = -Math.PI/2;

ShapeGeometry

  PlaneGeometry和CircleGeometry只有有限的方法来定制它们的外观,如果想创建一个可以自定义形状的二维图形,可以使用ShapeGeometry。

  通过ShapeGeometry你可以调用几个函数来创建你自己的图形。你可以将该功能与html画布和svg中的path功能相比较。

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先把绘制出来的形状添加到画面中
        var shape = createMesh(new THREE.ShapeGeometry(drawShape()));
        scene.add(shape);

        camera.position.x = -30;
        camera.position.y = 70;
        camera.position.z = 70;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight);

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.asGeom = function () {
                scene.remove(shape);    // 移除原来的shape
                shape = createMesh(new THREE.ShapeGeometry(drawShape()));   // 创建新的shape对象,THREE.ShapeGeometry(THREE.Shape几何对象))
                scene.add(shape);
            };

            this.asPoints = function () {
                scene.remove(shape);
                shape = createLine(drawShape());
                scene.add(shape);
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'asGeom');
        gui.add(controls, 'asPoints');

        // 通过THREE.Shape类的一些方法绘制出shape的形状
        function drawShape() {
            var shape = new THREE.Shape();

            // 画条直线
            shape.moveTo(10, 10);
            shape.lineTo(10, 40);

            // 画条曲线
            shape.bezierCurveTo(15, 25, 25, 25, 30, 40);

            // 沿着路径的当前坐标绘制一条光滑曲线
            shape.splineThru([
                new THREE.Vector2(32, 30),
                new THREE.Vector2(28, 20),
                new THREE.Vector2(30, 10),
            ]);

            // 下面的那条曲线
            shape.quadraticCurveTo(20, 15, 10, 10);

            // 使用THREE.Path类实例对象的absellipse()方法在形状上绘制一个洞
            // 绘制左眼洞
            var hole1 = new THREE.Path();
            hole1.absellipse(16, 24, 2, 3, 0, Math.PI * 2, true);
            shape.holes.push(hole1);

            // 绘制右眼洞
            var hole2 = new THREE.Path();
            hole2.absellipse(23, 24, 2, 3, 0, Math.PI * 2, true);
            shape.holes.push(hole2);

            // 绘制嘴巴
            var hole3 = new THREE.Path();
            hole3.absarc(20, 16, 2, 0, Math.PI, true);
            shape.holes.push(hole3);

            return shape;
        }

        function createLine(shape) {
            console.log(shape);
            var mesh = new THREE.Line(shape.createPointsGeometry(10), new THREE.LineBasicMaterial({
                color: 0xff3333,
                linewidth: 2
            }));
            return mesh;
        }

        function createMesh(geom) {
            // 定义两个材质对象
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            // 使用两个材质创建mesh对象
            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 自定义形状绕y轴旋转
            shape.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

  在上例中,我们用线段(line),曲线(curve)和样条(spline)创建出图形的轮廓。然后用THREE.Shape类的holes(洞)属性在这个图形中打了几个"洞"。

  ShapeGeometry类没有别的选项可以用来定制图形了,所以我们要来看看THREE.Shape类用来绘制图形的各种函数:

在这里插入图片描述

  最后一个需要说明的是Shape对象属性是holes(孔洞)属性,通过往这个属性中添加THREE.Shape对象,你可以在图形中打几个洞。

  上例中我们使用THREE.ShapeGeometry(drawShape())函数,从Shape对象创建一个ShapeGeometry。Shape对象本身也有几个辅助函数,你可以用它们来创建几何体。

在这里插入图片描述

可以使用createPointsGeometry函数来创建一个点集,然后你可以使用这些点来创建线段:

new THREE.Line(shape.createPointsGeometry(10), new THREE.LineBasicMaterial({color: 0xff3333, linewidth: 2}));

在这里插入图片描述

三维几何体

RingGeometry

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>

    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先向场景中添加一个圆环
        var ring = createMesh(new THREE.RingGeometry());
        scene.add(ring);

        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.innerRadius = 0;
            this.outerRadius = 50;
            this.thetaSegments = 8;
            this.phiSegments = 8;
            this.thetaStart = 0;
            this.thetaLength = Math.PI * 2;

            this.redraw = function () {
                scene.remove(ring);
                ring = createMesh(new THREE.RingGeometry(
                    controls.innerRadius, 
                    controls.outerRadius, 
                    controls.thetaSegments, 
                    controls.phiSegments, 
                    controls.thetaStart, 
                    controls.thetaLength)
                );
                scene.add(ring);
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'innerRadius', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'outerRadius', 0, 100).onChange(controls.redraw);
        gui.add(controls, 'thetaSegments', 1, 40).step(1).onChange(controls.redraw);
        gui.add(controls, 'phiSegments', 1, 20).step(1).onChange(controls.redraw);
        gui.add(controls, 'thetaStart', 0, Math.PI * 2).onChange(controls.redraw);
        gui.add(controls, 'thetaLength', 0, Math.PI * 2).onChange(controls.redraw);

        function createMesh(geom) {
            // 使用两种材质构建物体
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转圆环
            ring.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

CubeGeometry

  CubeGeometry是一种非常简单的三维几何体,你只要指定宽度,高度和深度即可创建出一个方块。

  通过改变CubeGeometry对象的width(宽度),height(高度)和depth(深度),你就可以控制网格的尺寸。当然,这三个属性也是在创建一个方块时必须提供给构造方法的。

在这里插入图片描述

  通过增加各个分段(segment)属性,你可以将方块的6个大面分成很多小面,这在使用MeshFaceMaterial材质为方块的不同部分指定不同的材质时比较有用。

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        var cube = createMesh(new THREE.CubeGeometry(10, 10, 10, 1, 1, 1));
        scene.add(cube);

        camera.position.x = -20;
        camera.position.y = 30;
        camera.position.z = 40;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-40, 60, -10);
        scene.add(spotLight);

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            // cube.children[0]说明要改变的是铺上了eshNormalMaterial材质的子cube对象的属性
            this.width = cube.children[0].geometry.parameters.width;
            this.height = cube.children[0].geometry.parameters.height;
            this.depth = cube.children[0].geometry.parameters.depth;

            this.widthSegments = cube.children[0].geometry.parameters.widthSegments;
            this.heightSegments = cube.children[0].geometry.parameters.heightSegments;
            this.depthSegments = cube.children[0].geometry.parameters.depthSegments;

            this.redraw = function () {
                scene.remove(cube);     // 移除原有的cube方块
                cube = createMesh(new THREE.CubeGeometry(controls.width, controls.height, controls.depth, Math.round(controls.widthSegments), Math.round(controls.heightSegments), Math.round(controls.depthSegments)));
                scene.add(cube);        // 添加新的cube方块
            };
        };

        var gui = new dat.GUI();    // 控制CubeGeometry几何体的各种属性
        gui.add(controls, 'width', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'height', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'depth', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw);
        gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw);
        gui.add(controls, 'depthSegments', 0, 10).onChange(controls.redraw);

        function createMesh(geom) {
            // 使用两个材质来创建cube方块
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转方块
            cube.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

事实上,CubeGeometry还有另一种等价写法,即BoxGeometry。

在这里插入图片描述

SphereGeometry

通过SphereGeometry可以创建一个三维球体。

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();

        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        var sphere = createMesh(new THREE.SphereGeometry(4, 10, 10));
        scene.add(sphere);

        camera.position.x = -20;
        camera.position.y = 30;
        camera.position.z = 40;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.radius = sphere.children[0].geometry.parameters.radius;
            this.widthSegments = sphere.children[0].geometry.parameters.widthSegments;
            this.heightSegments = sphere.children[0].geometry.parameters.heightSegments;
            this.phiStart = 0;
            this.phiLength = Math.PI * 2;
            this.thetaStart = 0;
            this.thetaLength = Math.PI;

            this.redraw = function () {
                scene.remove(sphere);
                sphere = createMesh(new THREE.SphereGeometry(
                    controls.radius, 
                    controls.widthSegments, 
                    controls.heightSegments, 
                    controls.phiStart, 
                    controls.phiLength, 
                    controls.thetaStart, 
                    controls.thetaLength
                ));
                scene.add(sphere);
            };
        };

        // 测试SphereGeometry的各种属性
        var gui = new dat.GUI();
        gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'widthSegments', 0, 20).onChange(controls.redraw);
        gui.add(controls, 'heightSegments', 0, 20).onChange(controls.redraw);
        gui.add(controls, 'phiStart', 0, 2 * Math.PI).onChange(controls.redraw);
        gui.add(controls, 'phiLength', 0, 2 * Math.PI).onChange(controls.redraw);
        gui.add(controls, 'thetaStart', 0, 2 * Math.PI).onChange(controls.redraw);
        gui.add(controls, 'thetaLength', 0, 2 * Math.PI).onChange(controls.redraw);

        function createMesh(geom) {
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();
            sphere.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

SphereGeometry的各种属性如下:
请添加图片描述

通过这些属性,可以控制物体的形状和样式。
在这里插入图片描述

CylinderGeometry

  通过CylinderGeometry几何体我们可以创建圆柱和类似圆柱的物体。

  创建CylinderGeometry时,没有必须提供给构造方法的参数,所以你只要调用new THREE.CylinderGeometry()即可创建出一个圆柱。当然,提供下面这些参数也可以使圆柱的外观更个性化。
在这里插入图片描述

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先向场景中添加一个圆柱
        var cylinder = createMesh(new THREE.CylinderGeometry(20, 20, 20));
        scene.add(cylinder);

        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.radiusTop = 20;
            this.radiusBottom = 20;
            this.height = 20;

            this.radialSegments = 8;
            this.heightSegments = 8;

            this.openEnded = false;

            this.redraw = function () {
                scene.remove(cylinder);     // 移除原来的cylinder
                // 使用THREE.CylinderGeometry构造一个圆柱
                cylinder = createMesh(new THREE.CylinderGeometry(
                    controls.radiusTop,
                    controls.radiusBottom, 
                    controls.height, 
                    controls.radialSegments, 
                    controls.heightSegments, 
                    controls.openEnded)
                );
                scene.add(cylinder);        // 添加新的cylinder
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'radiusTop', -40, 40).onChange(controls.redraw);
        gui.add(controls, 'radiusBottom', -40, 40).onChange(controls.redraw);
        gui.add(controls, 'height', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'radialSegments', 1, 20).step(1).onChange(controls.redraw);
        gui.add(controls, 'heightSegments', 1, 20).step(1).onChange(controls.redraw);
        gui.add(controls, 'openEnded').onChange(controls.redraw);

        function createMesh(geom) {
            // 创建圆柱时使用多重材质
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转圆柱
            cylinder.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

TorusGeometry

Torus(圆环)是一种简单的图形,看上去像是甜甜圈。

  跟大多数简单几何体的创建一样,创建TorusGeometry时没有必须提供的参数,下表列出了创建这个几何体时可以指定的参数:

在这里插入图片描述

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先向场景中添加一个
        var torus = createMesh(new THREE.TorusGeometry(10, 10, 8, 6, Math.PI * 2));
        scene.add(torus);

        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            // 更改铺上MeshNormalMaterial材质的那个物体的一些TorusGeometry几何体属性
            this.radius = torus.children[0].geometry.parameters.radius;
            this.tube = torus.children[0].geometry.parameters.tube;
            this.radialSegments = torus.children[0].geometry.parameters.radialSegments;
            this.tubularSegments = torus.children[0].geometry.parameters.tubularSegments;
            this.arc = torus.children[0].geometry.parameters.arc;

            this.redraw = function () {
                scene.remove(torus);    // 移除场景中原来的torus
                torus = createMesh(new THREE.TorusGeometry(
                    controls.radius,
                    controls.tube, Math.round(controls.radialSegments), 
                    Math.round(controls.tubularSegments), 
                    controls.arc)
                );
                scene.add(torus);       // 向场景中添加torus
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'radialSegments', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'tubularSegments', 1, 20).onChange(controls.redraw);
        gui.add(controls, 'arc', 0, Math.PI * 2).onChange(controls.redraw);

        function createMesh(geom) {
            // 使用两个材质构建torus对象
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转圆盘
            torus.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

TorusKnotGeometry

  通过TorusKnotGeometry你可以创建一个环面纽结,环面纽结是一种比较特别的结,看上去就像是一根管子绕着它自己转了它自己转了几圈。

在这里插入图片描述

  修改属性p和q,你就可以创建出各种各样漂亮的几何体,p属性定义该结绕其轴多久旋转一次,q属性定义该结绕其内部旋转多少次。如果这听上去很空洞,你也不必担心。

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();

        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先向场景中加入一个kont对象
        var knot = createMesh(new THREE.TorusKnotGeometry(10, 1, 64, 8, 2, 3, 1));
        scene.add(knot);

        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.radius = knot.children[0].geometry.parameters.radius;
            this.tube = 0.3;
            this.radialSegments = knot.children[0].geometry.parameters.radialSegments;
            this.tubularSegments = knot.children[0].geometry.parameters.tubularSegments;
            this.p = knot.children[0].geometry.parameters.p;
            this.q = knot.children[0].geometry.parameters.q;
            this.heightScale = knot.children[0].geometry.parameters.heightScale;

            this.redraw = function () {
                scene.remove(knot);     // 移除原来的纽结
                knot = createMesh(new THREE.TorusKnotGeometry(
                    controls.radius, 
                    controls.tube, Math.round(controls.radialSegments), 
                    Math.round(controls.tubularSegments), 
                    Math.round(controls.p), 
                    Math.round(controls.q), 
                    controls.heightScale)
                );
                scene.add(knot);        // 添加新的knot对象
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
        gui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
        gui.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw);
        gui.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw);
        gui.add(controls, 'heightScale', 0, 5).onChange(controls.redraw);

        function createMesh(geom) {
            // 使用MeshNormalMaterial材质创建物体
            var meshMaterial = new THREE.MeshNormalMaterial({});
            meshMaterial.side = THREE.DoubleSide;
            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转纽结
            knot.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

PolyhedronGeometry

  使用这个几何体,可以很容易地创建多面体。所谓多面体,是指只有平面和直边的几何体。但是大多数情况下,你不会直接使用这种几何体。Threejs内部已经提供了几种特定的多面体,可以直接使用,不必再直接设置PolyhedronGeometry的定点和面。

当你创建多面体,可以传入下面的四个属性:

在这里插入图片描述

<!DOCTYPE html>
<html>
<head>
    <title>第5话 threejs中的各种几何体</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<div id="Stats-output"></div>
<div id="threejs-example"></div>

<script type="text/javascript">
    function init() {
        var stats = initStats();
        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // 先向场景中加入一个IcosahedronGeometry几何体
        var polyhedron = createMesh(new THREE.IcosahedronGeometry(10, 0));
        scene.add(polyhedron);

        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        document.getElementById("threejs-example").appendChild(webGLRenderer.domElement);

        var controls = new function () {
            this.radius = 10;
            this.detail = 0;
            this.type = 'Icosahedron';

            this.redraw = function () {
                scene.remove(polyhedron);
                switch (controls.type) {
                    // 下面的四个都是threejs预定义的多面体
                    // 正20面体(有20个相同三角形面的多面体,这些三角形面是由12个顶点创建出来的,使用时只需指定radius和detail即可)
                    case 'Icosahedron': polyhedron = createMesh(new THREE.IcosahedronGeometry(controls.radius, controls.detail));
                                        break;
                    // 正四面体(有4个三角形面,这些面由4个顶点创建出来)
                    case 'Tetrahedron': polyhedron = createMesh(new THREE.TetrahedronGeometry(controls.radius, controls.detail));
                                        break;
                    // 正八面体
                    case 'Octahedron':  polyhedron = createMesh(new THREE.OctahedronGeometry(controls.radius, controls.detail));
                                        break;
                    case 'Dodecahedron':polyhedron = createMesh(new THREE.DodecahedronGeometry(controls.radius, controls.detail));
                                        break;
                    case 'Custom':  // 自定义多面体(需要)
                        var vertices = [
                            1, 1, 1,    // 第一个顶点的相对三维坐标
                           -1, -1, 1,
                           -1, 1, -1,
                            1, -1, -1
                        ];

                        var faces = [
                            2, 1, 0,    // 顶点数组vertices中,索引为2,1,0的顶点组成一张面
                            0, 3, 2,
                            1, 3, 0,
                            2, 3, 1
                        ];

                        polyhedron = createMesh(new THREE.PolyhedronGeometry(
                            vertices, 
                            faces, 
                            controls.radius, 
                            controls.detail)
                        );
                        break;
                }
                scene.add(polyhedron);
            };
        };

        var gui = new dat.GUI();
        gui.add(controls, 'radius', 0, 40).step(1).onChange(controls.redraw);
        gui.add(controls, 'detail', 0, 3).step(1).onChange(controls.redraw);
        gui.add(controls, 'type', ['Icosahedron', 'Tetrahedron', 'Octahedron', 'Dodecahedron', 'Custom']).onChange(controls.redraw);

        function createMesh(geom) {
            // 使用两个材质创建物体
            var meshMaterial = new THREE.MeshNormalMaterial();
            meshMaterial.side = THREE.DoubleSide;
            var wireFrameMat = new THREE.MeshBasicMaterial();
            wireFrameMat.wireframe = true;

            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
            return mesh;
        }

        var step = 0;
        renderScene();
        function renderScene() {
            stats.update();

            // 旋转多面体
            polyhedron.rotation.y = step += 0.01;

            requestAnimationFrame(renderScene);
            webGLRenderer.render(scene, camera);
        }

        function initStats() {
            var stats = new Stats();
            stats.setMode(0);

            stats.domElement.style.position = 'absolute';
            stats.domElement.style.left = '0px';
            stats.domElement.style.top = '0px';

            document.getElementById("Stats-output").appendChild(stats.domElement);
            return stats;
        }
    }
    window.onload = init;
</script>
</body>
</html>

在这里插入图片描述

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