three.js 04-10 之 LineDashedMaterial 材質

    本篇介紹的 LineDashedMaterial 材質跟上一篇 LineBasicMaterial 材質基本一樣,只不過 LineDashedMaterial 材質的線型是虛線而已。除了跟 LineBasicMaterial 擁有相同的屬性外,它還有以下幾個獨特的屬性:

屬性 描述
scale (縮放比例) 縮放 dashSize 和 gapSize。如果 scale 小於 1,dashSize 和 gapSize 就會增大;反之,就會縮小
dashSize (短劃線長度) 定義虛線短劃線的長度
gapSize (間隔長度) 定義虛線間隔的長度
    用法跟 LineBasicMaterial 基本一樣,如下所示:

lines.computeLineDistances();
var lineMaterial = new THREE.LineDashedMaterial({
	vertexColors: true,
	color: 0xffffff,
	dashSize: 0.6,
	gapSize: 0.2,
	scale: 1.0 // 比例越大,虛線越密;反之,虛線越疏
});
唯一的區別就是,必須調用方法 computeLineDistances()。如果不調用,就不會顯示出虛線效果。下面給出完整的示例,代碼如下:

<!DOCTYPE html>
<html>
<head>
    <title>示例 04.10 - LineDashedMaterial</title>
	<script src="../build/three.js"></script>
	<script src="../build/js/controls/OrbitControls.js"></script>
	<script src="../build/js/libs/stats.min.js"></script>
	<script src="../build/js/libs/dat.gui.min.js"></script>
	<script src="../jquery/jquery-3.2.1.min.js"></script>
    <style>
        body {
            /* 設置 margin 爲 0,並且 overflow 爲 hidden,來完成頁面樣式 */
            margin: 0;
            overflow: hidden;
        }
		/* 統計對象的樣式 */
		#Stats-output {
			position: absolute;
			left: 0px;
			top: 0px;
		}
    </style>
</head>
<body>

<!-- 用於 WebGL 輸出的 Div -->
<div id="webgl-output"></div>
<!-- 用於統計 FPS 輸出的 Div -->
<div id="stats-output"></div>

<!-- 運行 Three.js 示例的 Javascript 代碼 -->
<script type="text/javascript">

	var scene;
	var camera;
	var render;
	var webglRender;
	//var canvasRender;
	var controls;
	var stats;
	var guiParams;
	
	var ground;
	var cube;
	
	var lineMaterial;
	
	var ambientLight;
	var spotLight;

    $(function() {
		stats = initStats();
		scene = new THREE.Scene();
		
		webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗鋸齒
		webglRender.setSize(window.innerWidth, window.innerHeight);
		webglRender.setClearColor(0x000000, 1.0);
		//webglRender.shadowMap.enabled = true; // 允許陰影投射
		render = webglRender;
		
		camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000); // 2147483647
		camera.position.set(-30, 40, 30);
		
		var target = new THREE.Vector3(0, 0 , 0);
		controls = new THREE.OrbitControls(camera, render.domElement);
		controls.target = target;
		camera.lookAt(target);
		
		$('#webgl-output')[0].appendChild(render.domElement);
		window.addEventListener('resize', onWindowResize, false);
		
		ambientLight = new THREE.AmbientLight(0x0c0c0c);
		scene.add(ambientLight);
		
		spotLight = new THREE.SpotLight({color: 0xffffff});
		spotLight.position.set(-40, 60, -10);
		spotLight.castShadow = true;
		scene.add(spotLight);
		
		//scene.add(new THREE.AxisHelper(20));// 加入座標軸
		
		var points = gosper(4, 60);
		var lines = new THREE.Geometry();
		var colors = [];
		var i = 0;
		points.forEach(function(e){
			lines.vertices.push(new THREE.Vector3(e.x, e.z, e.y));
			colors[i] = new THREE.Color(0xffffff);
			// 色調(Hue)、飽和度(Saturation)、亮度(Lightness
			colors[i].setHSL(e.x / 100 + 0.5, e.y * 20 / 300, 0.8);
			i++;
		});
		
		lines.colors = colors;
		lines.computeLineDistances(); // 必須調用,否則不會有虛線效果
		lineMaterial = new THREE.LineDashedMaterial({
			vertexColors: true,
			color: 0xffffff,
			dashSize: 0.6,
			gapSize: 0.2,
			scale: 1.0 // 比例越大,虛線越密;反之,虛線越疏
		});
		
		var line = new THREE.Line(lines, lineMaterial);
		line.position.set(25, -30, -60);
        scene.add(line);
		
		/** 用來保存那些需要修改的變量 */
		guiParams = new function() {
			this.rotationSpeed = 0.01;
		}
		/** 定義 dat.GUI 對象,並綁定 guiParams 的幾個屬性 */
		//var gui = new dat.GUI();
		
		renderScene();
    });
	
	/** 渲染場景 */
	function renderScene() {
		stats.update();
		rotateMesh(); // 旋轉物體
		
		requestAnimationFrame(renderScene);
		render.render(scene, camera);
	}
	
	/** 初始化 stats 統計對象 */
	function initStats() {
		stats = new Stats();
		stats.setMode(0); // 0 爲監測 FPS;1 爲監測渲染時間
		$('#stats-output').append(stats.domElement);
		return stats;
	}
	
	/** 當瀏覽器窗口大小變化時觸發 */
	function onWindowResize() {
		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();
		render.setSize(window.innerWidth, window.innerHeight);
	}
	
	/** 旋轉物體 */
	function rotateMesh() {
		scene.traverse(function(mesh) {
			if (mesh instanceof THREE.Line && mesh != ground) {
				//mesh.rotation.x += guiParams.rotationSpeed;
				//mesh.rotation.y += guiParams.rotationSpeed;
				mesh.rotation.z += guiParams.rotationSpeed;
			}
		});
	}

	/** 高斯帕曲線 */
	function gosper(a, b) {
		var turtle = [0, 0, 0];
		var points = [];
		var count = 0;

		rg(a, b, turtle); // turtle: 龜殼圖案

		return points;

		function rt(x) {
			turtle[2] += x;
		}

		function lt(x) {
			turtle[2] -= x;
		}

		function fd(dist) {
			//ctx.beginPath();
			points.push({x: turtle[0], y: turtle[1], z: Math.sin(count) * 5});
			//ctx.moveTo(turtle[0], turtle[1]);

			var dir = turtle[2] * (Math.PI / 180);
			turtle[0] += Math.cos(dir) * dist;
			turtle[1] += Math.sin(dir) * dist;

			points.push({x: turtle[0], y: turtle[1], z: Math.sin(count) * 5});
            //ctx.lineTo(turtle[0], turtle[1]);
            //ctx.stroke();
		}

		function rg(st, ln, turtle) {
			st--;
			ln = ln / 2.6457;
			if (st > 0) {
				//ctx.strokeStyle = '#111';
				rg(st, ln, turtle);
				rt(60);
				gl(st, ln, turtle);
				rt(120);
				gl(st, ln, turtle);
				lt(60);
				rg(st, ln, turtle);
				lt(120);
				rg(st, ln, turtle);
				rg(st, ln, turtle);
				lt(60);
				gl(st, ln, turtle);
				rt(60);
			}
			if (st == 0) {
				fd(ln);
				rt(60);
				fd(ln);
				rt(120);
				fd(ln);
				lt(60);
				fd(ln);
				lt(120);
				fd(ln);
				fd(ln);
				lt(60);
				fd(ln);
				rt(60)
			}
		}

		function gl(st, ln, turtle) {
			st--;
			ln = ln / 2.6457;
			if (st > 0) {
				//ctx.strokeStyle = '#555';
				lt(60);
				rg(st, ln, turtle);
				rt(60);
				gl(st, ln, turtle);
				gl(st, ln, turtle);
				rt(120);
				gl(st, ln, turtle);
				rt(60);
				rg(st, ln, turtle);
				lt(120);
				rg(st, ln, turtle);
				lt(60);
				gl(st, ln, turtle);
			}
			if (st == 0) {
				lt(60);
				fd(ln);
				rt(60);
				fd(ln);
				fd(ln);
				rt(120);
				fd(ln);
				rt(60);
				fd(ln);
				lt(120);
				fd(ln);
				lt(60);
				fd(ln);
			}
		}
	}

</script>
</body>
</html>
    到此,three.js 庫中常用的材質基本就已經介紹完了,剩下的讀者可以自行擴展。

未完待續···

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