threeJS20-geometry-buffergeometry

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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!

本案例是根據頂點生成三角形再組合成一個幾何體!

圖示:

代碼:

<html>

<head>
    <title>threeJS20-geometry-buffergeometry</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, 2000, 3500); //霧
            camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 10000);
            camera.position.set(0, 60, -1000);
            camera.lookAt(target);

            var ambient = new THREE.AmbientLight(0x444444 );
            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.DirectionalLight(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 = 2000; //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 = 2500;
            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 triangles = 160000;//三角形數量
            var geometry = new THREE.BufferGeometry();
            var positions = [];
            var normals = [];
            var colors = [];
            var color = new THREE.Color();
            var n = 400,
                n2 = n / 2; // 三角形在立方體中展開
            var d = 12,
                d2 = d / 2; // 單個三角形大小
            var pA = new THREE.Vector3();
            var pB = new THREE.Vector3();
            var pC = new THREE.Vector3();
            var cb = new THREE.Vector3();
            var ab = new THREE.Vector3();
            for (var i = 0; i < triangles; i++) {
                // 位置
                var x = Math.random() * n - n2;
                var y = Math.random() * n - n2;
                var z = Math.random() * n - n2;
                var ax = x + Math.random() * d - d2;
                var ay = y + Math.random() * d - d2;
                var az = z + Math.random() * d - d2;
                var bx = x + Math.random() * d - d2;
                var by = y + Math.random() * d - d2;
                var bz = z + Math.random() * d - d2;
                var cx = x + Math.random() * d - d2;
                var cy = y + Math.random() * d - d2;
                var cz = z + Math.random() * d - d2;
                positions.push(ax, ay, az);
                positions.push(bx, by, bz);
                positions.push(cx, cy, cz);
                // 平面法線
                pA.set(ax, ay, az);
                pB.set(bx, by, bz);
                pC.set(cx, cy, cz);
                cb.subVectors(pC, pB);
                ab.subVectors(pA, pB);
                cb.cross(ab);
                cb.normalize();//標準化
                var nx = cb.x;
                var ny = cb.y;
                var nz = cb.z;
                normals.push(nx, ny, nz);
                normals.push(nx, ny, nz);
                normals.push(nx, ny, nz);
                // colors
                var vx = (x / n) + 0.5;
                var vy = (y / n) + 0.5;
                var vz = (z / n) + 0.5;
                color.setRGB(vx, vy, vz);
                colors.push(color.r, color.g, color.b);
                colors.push(color.r, color.g, color.b);
                colors.push(color.r, color.g, color.b);
            }

            function disposeArray() {//釋放緩存
                this.array = null;
            }
            // addAttribute ( name : String, attribute : BufferAttribute )
            // .onUpload ( callback : Function )一個回調函數
            geometry.addAttribute('position', new THREE.Float32BufferAttribute(positions, 3).onUpload(disposeArray));
            geometry.addAttribute('normal', new THREE.Float32BufferAttribute(normals, 3).onUpload(disposeArray));
            geometry.addAttribute('color', new THREE.Float32BufferAttribute(colors, 3).onUpload(disposeArray));
            geometry.computeBoundingSphere();
            var material = new THREE.MeshPhongMaterial({
                color: 0xaaaaaa,
                specular: 0xffffff,
                shininess: 250,
                side: THREE.DoubleSide,
                vertexColors: THREE.VertexColors
            });
            mesh = new THREE.Mesh(geometry, material);
            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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