threeJS20-geometry-buffergeometry

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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!

本案例是根据顶点生成三角形再组合成一个几何体!

图示:

代码:

<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, 2000, 3500); //雾
            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(); //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.DirectionalLight(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 = 2000; //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 = 2500;
            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 triangles = 160000;//三角形数量
            var geometry = new THREE.BufferGeometry();
            var positions = [];
            var normals = [];
            var colors = [];
            var color = new THREE.Color();
            var n = 400,
                n2 = n / 2; // 三角形在立方体中展开
            var d = 12,
                d2 = d / 2; // 单个三角形大小
            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);
                // 平面法线
                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();//标准化
                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() {//释放缓存
                this.array = null;
            }
            // addAttribute ( name : String, attribute : BufferAttribute )
            // .onUpload ( callback : Function )一个回调函数
            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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