threeJS创建mesh,创建平面,设置mesh的平移,旋转、缩放、自传、透明度、拉伸

这个小案例是当初我在学习的时候,小的一个小案例,代码还需要进一步优化;还请谅解~~;主要用到了threeJS创建mesh,创建平面,设置mesh的平移,旋转、缩放、自传、透明度、拉伸等这些小功能;

(点击每个mesh,mesh的颜色会变为红色)

点击

1  需要加载这些相关的js文件

2   下面是实现的一些小功能

3   下面是相关代码,代码还没有优化,请谅解~~(具体的每一个小功能后面我都会进行一一讲解)

<!DOCTYPE html>

<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
    <meta charset="utf-8" />
    <title></title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
            /* 隐藏body窗口区域滚动条 */
        }
    </style>
    <!--引入three.js三维引擎-->
    <script src="js/three.js"></script>
    <!-- 引入threejs扩展控件OrbitControls.js -->
    <script src="js/OrbitControls.js"></script>
    <script src="js/stats.min.js"></script>
    <script src="js/jquery-1.9.0.js"></script>
    <script src="js/dat.gui.js"></script>
    <script src="js/stats.js"></script>
</head>
<body>
    <div id="Stats-output">
    </div>
    <div id="WebGL-output">
    </div>
    <script type="text/javascript">

        // once everything is loaded, we run our Three.js stuff.
        $(function () {

            var stats = initStats();

            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();

            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

            // create a render and set the size
            var renderer;
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColorHex(0xEEEEEE, 1.0);
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
            webGLRenderer.shadowMapEnabled = true;

            var canvasRenderer = new THREE.CanvasRenderer();
            canvasRenderer.setSize(window.innerWidth, window.innerHeight);
            renderer = webGLRenderer;

            var groundGeom = new THREE.PlaneGeometry(100, 100, 4, 4);
            var groundMesh = new THREE.Mesh(groundGeom, new THREE.MeshBasicMaterial({ color: 0x777777 }));
            groundMesh.rotation.x = -Math.PI / 2;
            groundMesh.position.y = -20;
            scene.add(groundMesh);

            var sphereGeometry = new THREE.SphereGeometry(14, 20, 20);
            var cubeGeometry = new THREE.CubeGeometry(15, 15, 15);
            var planeGeometry = new THREE.PlaneGeometry(14, 14, 4, 4);


            var meshMaterial = new THREE.MeshNormalMaterial({ color: 0x7777ff });
            var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);
            var cube = new THREE.Mesh(cubeGeometry, meshMaterial);
            var plane = new THREE.Mesh(planeGeometry, meshMaterial);

            // position the sphere
            sphere.position.x = 0;
            sphere.position.y = 3;
            sphere.position.z = 2;

            for (var f = 0, fl = sphere.geometry.faces.length; f < fl; f++) {
                var face = sphere.geometry.faces[f];
                var arrow = new THREE.ArrowHelper(
                    face.normal,
                    face.centroid,
                    2,
                    0x3333FF);
                sphere.add(arrow);
            }


            cube.position = sphere.position;
            plane.position = sphere.position;


            // add the sphere to the scene
            scene.add(cube);

            // position and point the camera to the center of the scene
            camera.position.x = -20;
            camera.position.y = 30;
            camera.position.z = 40;
            camera.lookAt(new THREE.Vector3(10, 0, 0));

            // add subtle ambient lighting
            var ambientLight = new THREE.AmbientLight(0x0c0c0c);
            scene.add(ambientLight);

            // add spotlight for the shadows
            var spotLight = new THREE.SpotLight(0xffffff);
            spotLight.position.set(-40, 60, -10);
            spotLight.castShadow = true;
            scene.add(spotLight);

            // add the output of the renderer to the html element
            $("#WebGL-output").append(renderer.domElement);

            // call the render function
            var step = 0;
            var oldContext = null;

            var controls = new function () {
                this.rotationSpeed = 0.02;
                this.bouncingSpeed = 0.03;

                this.opacity = meshMaterial.opacity;
                this.transparent = meshMaterial.transparent;

                this.visible = meshMaterial.visible;
                this.side = "front";

                this.wireframe = meshMaterial.wireframe;
                this.wireframeLinewidth = meshMaterial.wireframeLinewidth;

                this.selectedMesh = "cube";

                this.shadow = "flat";

            }

            var gui = new dat.GUI();


            var spGui = gui.addFolder("Mesh");
            spGui.add(controls, 'opacity', 0, 1).onChange(function (e) {
                meshMaterial.opacity = e
            });
            spGui.add(controls, 'transparent').onChange(function (e) {
                meshMaterial.transparent = e
            });
            spGui.add(controls, 'wireframe').onChange(function (e) {
                meshMaterial.wireframe = e
            });
            spGui.add(controls, 'wireframeLinewidth', 0, 20).onChange(function (e) {
                meshMaterial.wireframeLinewidth = e
            });
            spGui.add(controls, 'visible').onChange(function (e) {
                meshMaterial.visible = e
            });
            spGui.add(controls, 'side', ["front", "back", "double"]).onChange(function (e) {
                console.log(e);
                switch (e) {
                    case "front":
                        meshMaterial.side = THREE.FrontSide;
                        break;
                    case "back":
                        meshMaterial.side = THREE.BackSide;
                        break;
                    case "double":
                        meshMaterial.side = THREE.DoubleSide
                        break;
                }
                meshMaterial.needsUpdate = true;

            });
            spGui.add(controls, 'shadow', ["flat", "smooth"]).onChange(function (e) {
                switch (e) {
                    case "flat":
                        // https://github.com/mrdoob/three.js/issues/1929
                        meshMaterial.shading = THREE.FlatShading;
                        break;
                    case "smooth":
                        meshMaterial.shading = THREE.SmoothShading;
                        break;
                }

                var oldPos = sphere.position.clone();
                scene.remove(sphere);
                scene.remove(plane);
                scene.remove(cube);
                sphere = new THREE.Mesh(sphere.geometry.clone(), meshMaterial);
                cube = new THREE.Mesh(cube.geometry.clone(), meshMaterial);
                plane = new THREE.Mesh(plane.geometry.clone(), meshMaterial);

                sphere.position = oldPos;
                cube.position = oldPos;
                plane.position = oldPos;

                switch (controls.selectedMesh) {
                    case "cube":
                        scene.add(cube);

                        break;
                    case "sphere":
                        scene.add(sphere);

                        break;
                    case "plane":
                        scene.add(plane);
                        break;

                }

                meshMaterial.needsUpdate = true;
                console.log(meshMaterial);
            });

            spGui.add(controls, 'selectedMesh', ["cube", "sphere", "plane"]).onChange(function (e) {

                scene.remove(plane);
                scene.remove(cube);
                scene.remove(sphere);


                switch (e) {
                    case "cube":
                        scene.add(cube);

                        break;
                    case "sphere":
                        scene.add(sphere);

                        break;
                    case "plane":
                        scene.add(plane);
                        break;

                }

                scene.add(e);
            });

            render();

            function render() {
                stats.update();

                cube.rotation.y = step += 0.01;
                plane.rotation.y = step;
                sphere.rotation.y = step;


                // render using requestAnimationFrame
                requestAnimationFrame(render);
                renderer.render(scene, camera);
            }

            function initStats() {

                var stats = new Stats();

                stats.setMode(0); // 0: fps, 1: ms


                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';

                $("#Stats-output").append(stats.domElement);

                return stats;
            }
        });


    </script>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建网格模型
         */
        //创建第一个方块
        var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        scene.add(mesh); //网格模型添加到场景中
        // 设置产生投影的网格模型
        mesh.castShadow = true;

        //创建第二个方块
        var geometry2 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material2 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
        mesh2.translateY(200);//方块二沿y轴正方向平移40
        scene.add(mesh2); //网格模型添加到场景中

        //创建第三个方块
        var geometry3 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material3 = new THREE.MeshLambertMaterial({
            color: 0x0000ff,
            transparent: true,//开启透明度
            opacity: 0.5,//设置透明度具体值
        }); //材质对象Material
        var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
        mesh3.translateY(400);//方块二沿y轴正方向平移80
        scene.add(mesh3); //网格模型添加到场景中

        //创建第四个方块
        var geometry4 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material4 = new THREE.MeshLambertMaterial({
            color: 0x0000ff,
            transparent: true,//开启透明度
            opacity: 0.5,//设置透明度具体值
        }); //材质对象Material
        var mesh4 = new THREE.Mesh(geometry4, material4); //网格模型对象Mesh
        mesh4.translateY(600);//方块二沿y轴正方向平移120
        scene.add(mesh4); //网格模型添加到场景中

        //创建第五个方块
        var geometry5 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material5 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh5 = new THREE.Mesh(geometry5, material5); //网格模型对象Mesh
        mesh5.translateY(800);//方块二沿y轴正方向平移160
        scene.add(mesh5); //网格模型添加到场景中

        //创建第六个方块
        var geometry6 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material6 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh6 = new THREE.Mesh(geometry6, material6); //网格模型对象Mesh
        mesh6.translateX(200);//方块二沿y轴正方向平移40
        scene.add(mesh6); //网格模型添加到场景中
        mesh6.castShadow = true;

        //创建第七个方块
        var geometry7 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material7 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh7 = new THREE.Mesh(geometry7, material7); //网格模型对象Mesh
        mesh7.translateX(400);//方块二沿y轴正方向平移80
        scene.add(mesh7); //网格模型添加到场景中
        mesh7.castShadow = true;

        //创建第八个方块
        var geometry8 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material8 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh8 = new THREE.Mesh(geometry8, material8); //网格模型对象Mesh
        mesh8.translateX(600);//方块二沿y轴正方向平移120
        scene.add(mesh8); //网格模型添加到场景中
        mesh8.castShadow = true;

        //创建第九个方块
        var geometry9 = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
        var material9 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var mesh9 = new THREE.Mesh(geometry9, material9); //网格模型对象Mesh
        mesh9.translateX(800);//方块二沿y轴正方向平移160
        scene.add(mesh9); //网格模型添加到场景中
        mesh9.castShadow = true;

        //创建第十个方块
        var geometry10 = new THREE.BoxGeometry(200, 200, 200); //创建一个立方体几何对象Geometry
        var material10 = new THREE.MeshLambertMaterial({
            color: 0x0000ff
        }); //材质对象Material
        var newMesh = new THREE.Mesh(geometry10, material10); //网格模型对象Mesh
        newMesh.copy(mesh);
        //相比mesh而言,在平移
        newMesh.translateX(-500);//方块二沿y轴正方向平移300
        scene.add(newMesh); //网格模型添加到场景中

        // 通过Path类的线条绘制方法方法定义轮廓
        var shape = new THREE.Shape();
        shape.moveTo(0, 0); //起点
        shape.lineTo(0, 100); //第2点
        shape.lineTo(100, 100); //第3点
        shape.lineTo(100, 0); //第4点
        shape.lineTo(0, 0); //第5点
        var geometry11 = new THREE.ExtrudeGeometry( //拉伸造型
            shape, //二维轮廓
            //拉伸参数
            {
                amount: 300, //拉伸长度
            }
        );
        var material11 = new THREE.MeshPhongMaterial({
            color: 0x0000ff,
            side: THREE.DoubleSide, //两面可见
            // wireframe: true,
        }); //材质对象
        var mesh11 = new THREE.Mesh(geometry11, material11); //网格模型对象
        mesh11.translateY(-500);//方块二沿y轴正方向平移40
        scene.add(mesh11); //网格模型添加到场景中


        // 辅助坐标系
        var axisHelper = new THREE.AxisHelper(250);
        scene.add(axisHelper);

        /**
         * 光源设置
         */
        //点光源
        var point = new THREE.PointLight(0xffffff);
        point.position.set(40, 40, 30); //点光源位置
        scene.add(point); //点光源添加到场景中
        //环境光
        var ambient = new THREE.AmbientLight(0x444444);
        scene.add(ambient);

        //创建一个平面几何体作为投影面
        var planeGeometry = new THREE.PlaneGeometry(2000, 2000);
        var planeMaterial = new THREE.MeshLambertMaterial({
            color: 0x999999
        }); //材质对象Material

        // 平面网格模型作为投影面
        var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial); //网格模型对象Mesh
        scene.add(planeMesh); //网格模型添加到场景中
        planeMesh.rotateX(-Math.PI / 2); //旋转网格模型
        planeMesh.position.y = -50; //设置网格模型y坐标
        // 设置接收阴影的投影面
        planeMesh.receiveShadow = true;

        // 方向光
        var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
        // 设置光源位置
        directionalLight.position.set(60, 60, 60);
        scene.add(directionalLight);
        // 设置用于计算阴影的光源对象
        directionalLight.castShadow = true;
        // 设置计算阴影的区域,最好刚好紧密包围在对象周围
        // 计算阴影的区域过大:模糊  过小:看不到或显示不完整
        directionalLight.shadow.camera.near = 0.5;
        directionalLight.shadow.camera.far = 300;
        directionalLight.shadow.camera.left = -50;
        directionalLight.shadow.camera.right = 50;
        directionalLight.shadow.camera.top = 200;
        directionalLight.shadow.camera.bottom = -100;
        // 设置mapSize属性可以使阴影更清晰,不那么模糊
        // directionalLight.shadow.mapSize.set(1024,1024)
        console.log(directionalLight.shadow.camera);

        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 1000; //三维场景显示范围控制系数,系数越大,显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 2000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

        //实现相机切换
        this.switchCamera = function () {
            if (camera instanceof THREE.PerspectiveCamera) {
                camera = new THREE.OrthographicCamera(window.innerWidth / -16, window.innerWidth / 16, window.innerHeight / 16, window.innerHeight / -16, -200, 500);
                camera.position.x = 120;
                camera.position.y = 60;
                camera.position.z = 180;
                camera.lookAt(scene.position);
                this.perspective = "Orthographic";
            } else {
                camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
                camera.position.x = 120;
                camera.position.y = 60;
                camera.position.z = 180;

                camera.lookAt(scene.position);
                this.perspective = "Perspective";
            }
        };//代码放入GUI工具中,可以在页面上动态切换相机


        //声明raycaster和mouse变量
        var raycaster = new THREE.Raycaster();
        console.log(raycaster);
        var mouse = new THREE.Vector2();

        function onMouseClick(event) {

            //通过鼠标点击的位置计算出raycaster所需要的点的位置,以屏幕中心为原点,值的范围为-1到1.

            mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
            mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;

            // 通过鼠标点的位置和当前相机的矩阵计算出raycaster
            raycaster.setFromCamera(mouse, camera);

            // 获取raycaster直线和所有模型相交的数组集合
            var intersects = raycaster.intersectObjects(scene.children);
            console.log(intersects[i].object);
            console.log(intersects);

            //将所有的相交的模型的颜色设置为红色,如果只需要将第一个触发事件,那就数组的第一个模型改变颜色即可
            for (var i = 0; i < intersects.length; i++) {
                //ransparent: true;//开启透明度
                //acity: 0.5//设置透明度具体值
                intersects[i].object.material.color.set(0xff0000);
                // console.log(intersects[i].object);
                // 因为sphereMaterial.opacity和sphere.material.opacity值是相等的,所以只判断一个
                // if (sphereMaterial.opacity > 0) {
                //     sphereMaterial.opacity -= 0.05;
                //     sphere.material.opacity -= 0.05;
                // }
                // else {
                //     sphere.material.transparent = true;
                //     clearInterval(timer);
                // }

            }
        }

        window.addEventListener('click', onMouseClick, false);

        //初始化dat.GUI简化试验流程
        var gui;

        function initGui() {
            //声明一个保存需求修改的相关数据的对象
            controls = {

            };

            var gui = new dat.GUI();

        }

        //初始化性能插件
        var stats;

        function initStats() {
            stats = new Stats();
            document.body.appendChild(stats.dom);
        }

        //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
        var controls;

        function initControls() {
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            // 如果使用animate方法时,将此函数删除
            //controls.addEventListener( 'change', render );
            // 使动画循环使用时阻尼或自转 意思是否有惯性
            controls.enableDamping = true;
            //动态阻尼系数 就是鼠标拖拽旋转灵敏度
            //controls.dampingFactor = 0.25;
            //是否可以缩放
            controls.enableZoom = true;
            //是否自动旋转
            controls.autoRotate = false;
            //设置相机距离原点的最远距离
            controls.minDistance = 50;
            //设置相机距离原点的最远距离
            controls.maxDistance = 1000;
            //是否开启右键拖拽
            controls.enablePan = true;
        }

        //窗口变动触发的函数
        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            render();
            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function animate() {
            //更新控制器
            render();

            //更新性能插件
            stats.update();

            //controls.update();

            requestAnimationFrame(animate);
        }

        function draw() {
            initGui();
            initControls();
            initStats();
            animate();
            window.onresize = onWindowResize;
        }


        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        renderer.setSize(width, height);//设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        renderer.shadowMapEnabled = true;
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
        scene.add(ambient);
        //执行渲染操作   指定场景、相机作为参数
        renderer.render(scene, camera);
        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
            mesh8.rotateY(0.01);//每次绕y轴旋转0.01弧度
            requestAnimationFrame(render); //请求再次执行渲染函数render,渲染下一帧
        }
        render();

        //通过x,y,z指定旋转中心,obj是要旋转的对象
        //function changePivot(x, y, z, obj) {
        //  let wrapper = new THREE.Object3D();
        //wrapper.position.set(250, 250, 250);
        //wrapper.add(mesh8);
        //mesh8.position.set(x, y, z);
        //return wrapper;
        //}
        //changePivot();


        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化,改变相机对象的属性
        var controls = new THREE.OrbitControls(camera);

        // onresize 事件会在窗口被调整大小时发生
        window.onresize = function () {
            // 重置渲染器输出画布canvas尺寸
            renderer.setSize(width, height);
            // 重置相机投影的相关参数
            k = window.innerWidth / window.innerHeight;//窗口宽高比
            camera.left = -s * k;
            camera.right = s * k;
            camera.top = s;
            camera.bottom = -s;
            // 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix
            // 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)
            // 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵
            camera.updateProjectionMatrix();
        };


        // onresize 事件会在窗口被调整大小时发生
        window.onresize = function () {
            // 重置渲染器输出画布canvas尺寸
            renderer.setSize(width, height);
            // 全屏情况下:设置观察范围长宽比aspect为窗口宽高比
            camera.aspect = window.innerWidth / window.innerHeight;
            // 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix
            // 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)
            // 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵
            camera.updateProjectionMatrix();
        };

        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化,改变相机对象的属性
        var control = new THREE.OrbitControls(camera);

        //监听鼠标事件,触发渲染函数,更新canvas画布渲染效果
        control.addEventListener('change', render);
    </script>
</body>
</html>

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原文地址:https://www.cnblogs.com/yaosusu/p/11269908.html