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博主的案例並不難,只是爲了更好的給想入門threeJS的同學一點點經驗!!!!!
本章節學習的內容可以從的官方文檔中找到
涉及的知識點博主已經從three源碼庫裏面摘要出來放在對應的註釋裏面
今天學習Helper裏面的PlaneHelper助手!
順便加入了鼠標控制相機的組件OrbitControls,不懂可以先忽略!
效果圖:
代碼:
<html>
<head>
<title>threeJS-Helper10-PlaneHelper(平面助手)</title>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%
}
</style>
</head>
<body>
<script src="../../../build/three.js"></script>
<script src="../../js/controls/OrbitControls.js"></script>
<script>
var camera, scene, renderer, geometry, material, animate, controls; //常用變量
var cube, light, helper; //自定義對象變量
var target = new THREE.Vector3(0, 0, 0);
init();
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xcfcfcf);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 50, 150);
camera.lookAt(target);
camera.updateProjectionMatrix(); //相機更新
var plane = new THREE.Plane(new THREE.Vector3(1, 1, 0.2), 3);
// PlaneHelper( plane:平面, size:平面助手的邊長, hex:顏色 )
var helper02 = new THREE.PlaneHelper(plane, 100, 0xcfff00);
helper02.position.set(0,-20,0);
scene.add(helper02);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//OrbitControls控件操作模塊
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', function () {
renderer.render(scene, camera);
});
// BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments )
geometry = new THREE.BoxGeometry(30, 30, 30, 3, 3, 3);
material = new THREE.MeshBasicMaterial({
color: 0xcfffff,
wireframe: false
}); //wireframe默認爲false
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
</script>
</body>
</html>