threeJS21-geometry-buffergeometry-indexed

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博主的案例并不难,只是为了更好的给想入门threeJS的同学一点点经验!!!!!

涉及的知识点博主已经从three源码库里面摘要出来放在对应的注释里面!

前面学习了常见的几种格式的模型加载,只要选择对应的加载器加载,获取对应的geometry和material就基本可以还原模型了!

后面博主会考虑把loader加载的模型格式补全!

今天我们学习geometry类的BufferGeometry,buffergeometry是自由度最高的一种geometry,它可以自定义顶点、颜色、法线等属性!

本案例是根据顶点索引生成三角形再组合成一个面

图示:

代码:

<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; //常用变量
        var spotLight, mshStdBox, mesh; //自定义对象变量
        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); //雾
            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(); //灯光:聚光灯
            // lightsHelper(spotLight); //灯光显示助手
            plane() //// 地面
            loadModel(); //添加模型
            rendererScene(); //场景渲染
            OrbitControls(camera, renderer); //OrbitControls控件模块,90版本鼠标右键上下是移动,96版本之后右键上下是缩放
            window.addEventListener('resize', onWindowResize, false); //监听屏幕变化

        }

        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:颜色, intensity:强度, distance:发光距离, angle:角度, penumbra:边缘范围, decay:衰减 )
            spotLight = new THREE.SpotLight(0xffffff, 1);
            spotLight.position.set(10, 120, -30);
            spotLight.angle = Math.PI / 4;
            spotLight.penumbra = 0.05; //边缘范围,反比
            spotLight.decay = 2; //衰减系数,反比
            spotLight.distance = 400; //发光距离
            spotLight.castShadow = true; //阴影
            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) {
            // 聚光灯显示助手SpotLightHelper( light:灯光, color:颜色 )
            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;
            // 为简单网格几何体生成顶点、法线和颜色数据
            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(元素数组缓冲区的数据)
            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);
                    // 每次迭代生成两个面(三角形)
                    indices.push(a, b, d); // 第一个面
                    indices.push(b, c, d); // 第二个面
                }
            }
            geometry.setIndex(indices); //设置索引
            // 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控件操作模块
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.target = target; //控制的target
            controls.autoRotate = true; //是否自动旋转
            controls.autoRotateSpeed = 0.5; //自动旋转速度,正比
        }

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

</html>

 

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