threeJS21-geometry-buffergeometry-indexed

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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!!!!!

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!

前面學習了常見的幾種格式的模型加載,只要選擇對應的加載器加載,獲取對應的geometry和material就基本可以還原模型了!

後面博主會考慮把loader加載的模型格式補全!

今天我們學習geometry類的BufferGeometry,buffergeometry是自由度最高的一種geometry,它可以自定義頂點、顏色、法線等屬性!

本案例是根據頂點索引生成三角形再組合成一個面

圖示:

代碼:

<html>

<head>
    <title>threeJS21-geometry-buffergeometry-indexed</title>
    <style>
        body {
            background-color: #000;
            margin: 0px;
            overflow: hidden;
        }

        #WebGL {
            width: 100%;
            height: 100%;
            position: absolute;
            left: 0;
            top: 0;
            z-index: 999;
        }
    </style>
</head>

<body>
    <script src="http://libs.baidu.com/jquery/2.0.0/jquery.js"></script>
    <script src="../../../build/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <div id="WebGL"></div>
    <script>
        'use strict';
        var container, camera, scene, renderer, geometry, material, animate, controls; //常用變量
        var spotLight, mshStdBox, mesh; //自定義對象變量
        var target = new THREE.Vector3(0, 30, 0);
        var webGLW = $('#WebGL').width();
        var webGLH = $('#WebGL').height();
        init();
        animate();

        function init() {
            container = document.getElementById('WebGL');
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xcfcfcf);
            scene.fog = new THREE.Fog(0xa0a0a0, 200, 1000); //霧
            camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 60, -100);
            camera.lookAt(target);

            var ambient = new THREE.AmbientLight(0xffffff);
            scene.add(ambient);

            lights(); //燈光:聚光燈
            // lightsHelper(spotLight); //燈光顯示助手
            plane() //// 地面
            loadModel(); //添加模型
            rendererScene(); //場景渲染
            OrbitControls(camera, renderer); //OrbitControls控件模塊,90版本鼠標右鍵上下是移動,96版本之後右鍵上下是縮放
            window.addEventListener('resize', onWindowResize, false); //監聽屏幕變化

        }

        function plane() {
            // 地面
            let grid_mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2000, 2000), new THREE.MeshPhongMaterial({
                color: 0x999999,
                depthWrite: false
            }));
            grid_mesh.rotation.x = -Math.PI / 2;
            grid_mesh.receiveShadow = true;
            scene.add(grid_mesh);
            var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
            grid.material.opacity = 0.2;
            grid.material.transparent = true;
            scene.add(grid);
        }

        function lights() {
            //  SpotLight( color:顏色, intensity:強度, distance:發光距離, angle:角度, penumbra:邊緣範圍, decay:衰減 )
            spotLight = new THREE.SpotLight(0xffffff, 1);
            spotLight.position.set(10, 120, -30);
            spotLight.angle = Math.PI / 4;
            spotLight.penumbra = 0.05; //邊緣範圍,反比
            spotLight.decay = 2; //衰減係數,反比
            spotLight.distance = 400; //發光距離
            spotLight.castShadow = true; //陰影
            spotLight.shadow.mapSize.width = 1024;
            spotLight.shadow.mapSize.height = 1024;
            spotLight.shadow.camera.near = 10; //近截面
            spotLight.shadow.camera.far = 250;
            scene.add(spotLight);
        }

        function lightsHelper(lightsObject) {
            // 聚光燈顯示助手SpotLightHelper( light:燈光, color:顏色 )
            var lightHelper = new THREE.SpotLightHelper(lightsObject, 0xdfdfdf);
            scene.add(lightHelper);
            var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(200, 200), new THREE.MeshPhongMaterial({
                color: 0x9cfcf99,
                depthWrite: false
            }));
            mesh.rotation.x = -Math.PI / 2;
            mesh.position.set(0, -20, 0)
            mesh.receiveShadow = true;
            scene.add(mesh);
        }

        function loadModel() { //模型
            var geometry = new THREE.BufferGeometry();
            var indices = [];
            var vertices = [];
            var normals = [];
            var colors = [];
            var size = 50;
            var segments = 10;
            var halfSize = size / 2;
            var segmentSize = size / segments;
            // 爲簡單網格幾何體生成頂點、法線和顏色數據
            for (var i = 0; i <= segments; i++) {
                var y = (i * segmentSize) - halfSize;
                for (var j = 0; j <= segments; j++) {
                    var x = (j * segmentSize) - halfSize;
                    vertices.push(x, -y, 0);
                    normals.push(0, 0, 1);
                    var r = (x / size) + 0.5;
                    var g = (y / size) + 0.5;
                    colors.push(r, g, 1);
                }
            }
            // 生成索引(元素數組緩衝區的數據)
            for (var i = 0; i < segments; i++) {
                for (var j = 0; j < segments; j++) {
                    var a = i * (segments + 1) + (j + 1);
                    var b = i * (segments + 1) + j;
                    var c = (i + 1) * (segments + 1) + j;
                    var d = (i + 1) * (segments + 1) + (j + 1);
                    // 每次迭代生成兩個面(三角形)
                    indices.push(a, b, d); // 第一個面
                    indices.push(b, c, d); // 第二個面
                }
            }
            geometry.setIndex(indices); //設置索引
            // addAttribute ( name : String, attribute : BufferAttribute )
            geometry.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
            geometry.addAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
            geometry.addAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
            var material = new THREE.MeshPhongMaterial({
                specular: 0x111111,
                shininess: 250,
                side: THREE.DoubleSide,
                vertexColors: THREE.VertexColors
            });
            mesh = new THREE.Mesh(geometry, material);
            mesh.position.set(0, 30, 0)
            scene.add(mesh);



        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function rendererScene() {
            renderer = new THREE.WebGLRenderer({
                antialias: true
            });
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            renderer.gammaInput = true;
            renderer.gammaOutput = true;
            container.appendChild(renderer.domElement);
        }

        function OrbitControls(camera, renderer) {
            //OrbitControls控件操作模塊
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.target = target; //控制的target
            controls.autoRotate = true; //是否自動旋轉
            controls.autoRotateSpeed = 0.5; //自動旋轉速度,正比
        }

        function animate() {
            requestAnimationFrame(animate);
            if (controls) controls.update();
            renderer.render(scene, camera);
        };
    </script>
</body>

</html>

 

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