本系列three.js的学习,转载大神的博客,地址:https://blog.youkuaiyun.com/qq_30100043/article/category/7003591,有three.js的整套学习案例,值得学习。
效果图:
案例代码:
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Three.js Draw Line</title>
<script src="build/three.js"></script>
<style>
body{margin:0;}
canvas{width: 100%; height:100%; display: block;}
</style>
</head>
<body>
<script>
// 创建场景
var scene = new THREE.Scene();
// 设置相机(视野,显示口的宽高比,近裁剪面,远裁剪面)
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000);
// 设置相机的视点
camera.position.set(0,0,100);
// 设置相机的朝向
camera.lookAt(new THREE.Vector3(0,0,0));
// 渲染器
var renderer = new THREE.WebGLRenderer();
// 设置渲染器的高度和宽度,如果加上第三个值false, 则按场景大小显示,等比例缩放
renderer.setSize( window.innerWidth, window.innerHeight, false);
// 将渲染器添加到html中
document.body.appendChild(renderer.domElement);
// 定义线的基本材料,我们可以使用LineBasicMaterial(实线材料)和LineDashedMaterial(虚线材料)
var material = new THREE.LineBasicMaterial({color:0xff00ff});
// 设置具有几何顶点的几何(Geometry)或缓冲区几何(BufferGeometry)设置顶点位置,看名字就知道了,一个是直接将数据保存在js里面的,一个是保存在WebGL缓冲区内的,而且肯定到WebGL缓冲区的效率更高
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-20,0,0));
geometry.vertices.push(new THREE.Vector3(0,20,0));
geometry.vertices.push(new THREE.Vector3(20,0,0));
// 使用Line方法将线初始化
var line = new THREE.Line(geometry, material);
// 将线添加到场景
scene.add(line);
// 使用渲染器渲染出场景和相机
renderer.render(scene, camera);
</script>
</body>
</html>