three.js自定义形状

本文介绍如何使用Three.js库创建一个3D立方体并进行渲染。具体包括设置WebGL渲染器、构建场景、定义相机视角、绘制坐标轴辅助理解坐标系,以及设置立方体的顶点和面来实现几何形状。

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
    <head>
        <script type="text/javascript" src="libs/three.js"></script>
        
        <script type="text/javascript">
            function init() {
                var renderer = new THREE.WebGLRenderer({
                    canvas: document.getElementById('mainCanvas')
                });
                renderer.setClearColor(0x000000);
                var scene = new THREE.Scene();
                
                // camera
                var camera = new THREE.OrthographicCamera(-5, 5, 3.75, -3.75, 0.1, 100);
                camera.position.set(25, 25, 25);
                camera.lookAt(new THREE.Vector3(0, 0, 0));
                scene.add(camera);
                
                // draw axes to help you understand the coordinate
                drawAxes(scene);
                
                var material = new THREE.MeshBasicMaterial({
                    color: 0xffff00,
                    wireframe: true
                });
                
                // init an empty geometry
                var geometry = new THREE.Geometry();
                
                // set vertices
                // 4 vertices on top
                geometry.vertices.push(new THREE.Vector3(-1, 2, -1));
                geometry.vertices.push(new THREE.Vector3(1, 2, -1));
                geometry.vertices.push(new THREE.Vector3(1, 2, 1));
                geometry.vertices.push(new THREE.Vector3(-1, 2, 1));
                // 4 vertices on bottom
                geometry.vertices.push(new THREE.Vector3(-2, 0, -2));
                geometry.vertices.push(new THREE.Vector3(2, 0, -2));
                geometry.vertices.push(new THREE.Vector3(2, 0, 2));
                geometry.vertices.push(new THREE.Vector3(-2, 0, 2));
                
                // set faces
                // top face
                geometry.faces.push(new THREE.Face3(0, 1, 3));
                geometry.faces.push(new THREE.Face3(1, 2, 3));
                // bottom face
                geometry.faces.push(new THREE.Face3(4, 5, 6));
                geometry.faces.push(new THREE.Face3(5, 6, 7));
                // side faces
                geometry.faces.push(new THREE.Face3(1, 5, 6));
                geometry.faces.push(new THREE.Face3(6, 2, 1));
                geometry.faces.push(new THREE.Face3(2, 6, 7));
                geometry.faces.push(new THREE.Face3(7, 3, 2));
                geometry.faces.push(new THREE.Face3(3, 7, 0));
                geometry.faces.push(new THREE.Face3(7, 4, 0));
                geometry.faces.push(new THREE.Face3(0, 4, 5));
                geometry.faces.push(new THREE.Face3(0, 5, 1));
                
                var mesh = new THREE.Mesh(geometry, material);
                scene.add(mesh);
                
                // render
                renderer.render(scene, camera);
            }
            
            function drawAxes(scene) {
                // x-axis
                var xGeo = new THREE.Geometry();
                xGeo.vertices.push(new THREE.Vector3(0, 0, 0));
                xGeo.vertices.push(new THREE.Vector3(1, 0, 0));
                var xMat = new THREE.LineBasicMaterial({
                    color: 0xff0000
                });
                var xAxis = new THREE.Line(xGeo, xMat);
                scene.add(xAxis);
                
                // y-axis
                var yGeo = new THREE.Geometry();
                yGeo.vertices.push(new THREE.Vector3(0, 0, 0));
                yGeo.vertices.push(new THREE.Vector3(0, 1, 0));
                var yMat = new THREE.LineBasicMaterial({
                    color: 0x00ff00
                });
                var yAxis = new THREE.Line(yGeo, yMat);
                scene.add(yAxis);
                
                // z-axis
                var zGeo = new THREE.Geometry();
                zGeo.vertices.push(new THREE.Vector3(0, 0, 0));
                zGeo.vertices.push(new THREE.Vector3(0, 0, 1));
                var zMat = new THREE.LineBasicMaterial({
                    color: 0x00ccff
                });
                var zAxis = new THREE.Line(zGeo, zMat);
                scene.add(zAxis);
            }
        </script>
    </head>
    
    <body onload="init()">
        <canvas id="mainCanvas" width="400px" height="300px" ></canvas>
    </body>
</html>

### 使用 Three.js 创建自定义 3D Logo 的教程 要使用 Three.js 创建一个自定义的 3D Logo,可以遵循以下方法和技术实现。以下是详细的说明: #### 准备工作 为了创建一个复杂的 3D Logo,通常需要加载外部模型文件或通过程序化方式生成几何体。如果目标是加载 SVG 文件作为基础形状,则可以通过扩展 `THREE.SVGLoader` 来解析和渲染矢量图形[^2]。 #### 加载 SVG 并转换为 3D 形状 SVG 是一种常用的二维矢量图形格式,适合用来制作标志性的图案。下面是如何将 SVG 转换为可渲染的 3D 对象的过程: 1. **引入必要的类** 需要用到 `SVGLoader` 和其他辅助工具来完成这一过程。 ```javascript import * as THREE from 'three'; import { SVGLoader } from 'three/examples/jsm/loaders/SVGLoader'; ``` 2. **加载 SVG 文件** 利用 `SVGLoader` 将 SVG 数据读取并转化为路径对象。 ```javascript const loader = new SVGLoader(); loader.load( '/path/to/your/logo.svg', // 替换为实际的 SVG 文件路径 (data) => { const paths = data.paths; // 处理每个路径数据 for (let i = 0; i < paths.length; ++i) { const path = paths[i]; // 将路径转为 Shape 或 ExtrudeGeometry const shapes = THREE.ExtrudeBufferGeometry.CreateShapesFromPath(path); createShapeMesh(shapes, material); // 定义函数以应用材质 } }, undefined, (error) => console.error('Error loading SVG:', error) ); ``` 3. **生成挤出几何体** 如果希望让平面的 SVG 变成立体效果,可以利用 `ExtrudeGeometry` 进行厚度设置。 ```javascript function createShapeMesh(shapes, material) { const geometry = new THREE.ExtrudeBufferGeometry(shapes, { depth: 5, // 设置立体深度 bevelEnabled: true, bevelThickness: 1, bevelSize: 1, bevelSegments: 2 }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); // 添加至场景中 } ``` 4. **添加光照与阴影** 为了让 3D 物体看起来更真实,应配置合适的光源和环境光。 ```javascript // 方向光模拟太阳光线 const directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(10, 10, 10).normalize(); scene.add(directionalLight); // 环境光提供全局照明 const ambientLight = new THREE.AmbientLight(0x404040, 1); scene.add(ambientLight); ``` --- #### 结合 Vue3 实现动态交互 对于现代前端开发而言,结合框架如 Vue3 提供更好的用户体验是非常常见的做法。在这种情况下,可以参考如何整合 Vue3 和 Three.js 的基础知识[^3]。 1. **安装依赖库** ```bash npm install three vue-three-fiber @react-spring/three ``` 2. **在组件中初始化 Three.js 场景** ```vue <template> <div ref="canvasContainer"></div> </template> <script> import * as THREE from 'three'; export default { mounted() { this.initScene(); }, methods: { initScene() { const container = this.$refs.canvasContainer; // 初始化 renderer、camera 和 scene const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(container.clientWidth, container.clientHeight); container.appendChild(renderer.domElement); const camera = new THREE.PerspectiveCamera(75, container.clientWidth / container.clientHeight, 0.1, 1000); const scene = new THREE.Scene(); // ... 继续添加物体和其他功能 ... function animate() { requestAnimationFrame(animate); renderer.render(scene, camera); } animate(); } } }; </script> ``` --- #### 总结 上述流程展示了从加载 SVG 文件到将其转换成具有体积感的 3D 模型的具体步骤,并介绍了如何进一步增强视觉表现力。此外还提及了基于 Vue3 构建互动式 Web GL 应用的可能性。
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