在将three.js学习之常见几何体圆柱和球一章中我们学习了球SphereGeometry
,创建时需要传如的第一个参数就是radius
球面半径,今天咱们学的这些多面体,在这一点上和SphereGeometry
球很相似,因此我想将它们归类成类球多面体。还是秉承咱们一贯的习惯,复制three.js学习之平面图形圆环和平面的html代码,并删除有关平面圆形和平面的代码,保留公用部分。
完成了以上工作,我们就可以开始学习今天的内容了。
TetrahedronGeometry (四面体)学习
顾名思义,四面体就是只有四个面嘛。而四面体的构造也是相比其它的要简单。只需要传入两个参数就行,如下:
- radius 四面体的半径
- detail 这个参数用来决定四面体的顶点数,默认为0。也就是我们用到的四面体,当把它设置为大于0的数时,原先的四面体就会增加一个顶点,将不再是四面体。点数足够多时,四面体就会变成一个球。
TetrahedronGeometry (四面体)基本使用演示
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5const radius = 1
const detail = 0
const tetrahedronGeometry = new THREE.TetrahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const tetrahedron = new THREE.Mesh(tetrahedronGeometry, material)
TetrahedronGeometry (四面体)改变参数detail
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5const radius = 1
const detail = 1
const tetrahedronGeometry = new THREE.TetrahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const tetrahedron = new THREE.Mesh(tetrahedronGeometry, material)
下面是我做出来的demo示例,左边是默认的四面体,右面是detail为1的多面体,各位如果看到这里的话可以自己尝试一下修改一下detail,看看修改后的不同表现。
OctahedronGeometry (八面体)学习
如果认真看了四面体的代码,八面体这就很简单了,只需要将只需要改一个单词,八面体的代码立即生效。先看参数
- radius 八面体的半径
- detail 这个参数用来决定八面体的顶点数,默认为0。也就是我们用到的八面体,当把它设置为大于0的数时,原先的八面体就会增加一个顶点,将不再是八面体。点数足够多时,四面体就会变成一个球。
OctahedronGeometry (八面体)基本使用演示
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5const radius = 1
const detail = 0
const octahedronGeometry = new THREE.OctahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const octahedron = new THREE.Mesh(octahedronGeometry, material)
OctahedronGeometry (八面体)改变参数detail
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5const radius = 1
const detail = 1
const octahedronGeometry = new THREE.OctahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const octahedron = new THREE.Mesh(octahedronGeometry, material)
下面是我做出来的TetrahedronGeometry (八面体)demo示例,左边是默认的八面体,右面是detail为1的多面体,各位如果看到这里的话可以自己尝试一下修改一下detail,看看修改后的不同表现。
DodecahedronGeometry (十二面体)学习
看参数
- radius 十二面体的半径
- detail 这个参数用来决定十二面体的顶点数,默认为0。也就是我们用到的十二面体,当把它设置为大于0的数时,原先的八面体就会增加一个顶点,将不再是十二面体。点数足够多时,四面体就会变成一个球。
DodecahedronGeometry (十二面体)基本使用演示
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5const radius = 1
const detail = 0
const dodecahedronGeometry = new THREE.DodecahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const dodecahedron = new THREE.Mesh(dodecahedronGeometry, material)
DodecahedronGeometry (十二面体)改变参数detail
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5const radius = 1
const detail = 0
const dodecahedronGeometry = new THREE.DodecahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const dodecahedron = new THREE.Mesh(dodecahedronGeometry, material)
下面是我做出来的DodecahedronGeometry (十二面体)demo示例,左边是默认的十二面体,右面是detail为1的多面体,各位如果看到这里的话可以自己尝试一下修改一下detail,看看修改后的不同表现。
IcosahedronGeometry (二十面体)学习
看参数
- radius 二十面体的半径
- detail 这个参数用来决定二十面体的顶点数,默认为0。也就是我们用到的二十面体,当把它设置为大于0的数时,原先的八面体就会增加一个顶点,将不再是二十面体。点数足够多时,四面体就会变成一个球。
IcosahedronGeometry (二十面体)基本使用演示
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5const radius = 1
const detail = 0
const icosahedronGeometry = new THREE.IcosahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const icosahedron = new THREE.Mesh(icosahedronGeometry, material)
IcosahedronGeometry (二十面体)改变参数detail
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5const radius = 1
const detail = 0
const icosahedronGeometry = new THREE.IcosahedronGeometry(radius, detail)
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const icosahedron = new THREE.Mesh(icosahedronGeometry, material)
下面是我做出来的IcosahedronGeometry (二十面体)demo示例,左边是默认的二十面体,右面是detail为1的多面体,各位如果看到这里的话可以自己尝试一下修改一下detail,看看修改后的不同表现。
到这里,典型的类球多面体咱们就学完了,还是一如既往,奉上本章完整的源代码,也可以点击three.js学习之类球多面体一次性查看所有demo,右键查看所有源代码。
three.js学习之类球多面体完整源代码1
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255<!DOCTYPE html>
<html>
<head>
<title>three.js学习之典型类圆多面体学习</title>
<meta name="keywords" content="">
<meta name="description" content="">
<meta charset="utf8" />
<meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no">
<!-- <script src="https://cdn.bootcdn.net/ajax/libs/three.js/r99/three.min.js"></script> -->
<script src="./js/three.min.js"></script>
<style>
html,body{
height: 100%;
margin: 0;
}
#three{
display: block;
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas id="three"></canvas>
<script>
function main () {
const search = location.search
const canvas = document.querySelector('#three')
const renderer = new THREE.WebGLRenderer({canvas})
const fov = 75;
const aspect = 2;
const near = 0.1;
const far = 200;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far)
const group = new THREE.Group()
group.position.z = -10
const material = new THREE.MeshPhongMaterial({ color: 0x00F5FF })
const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff })
{
// 创建四面体 MeshPhongMaterial
const radius = 2
const detail = 0
const tetrahedronGeometry = new THREE.TetrahedronGeometry(radius, detail)
const tetrahedron1 = new THREE.Mesh(tetrahedronGeometry, material)
const lineGeometry1 = new THREE.WireframeGeometry(tetrahedronGeometry)
const line = new THREE.Line(lineGeometry1, lineMaterial)
tetrahedron1.position.x = -2
line.position.x = -2
if (search.includes('tetrahedron') || !search) {
group.add(tetrahedron1, line)
}
const radius2 = 2
const detail2 = 1
const tetrahedronGeometry2 = new THREE.TetrahedronGeometry(radius2, detail2)
const tetrahedron2 = new THREE.Mesh(tetrahedronGeometry2, material)
const lineGeometry2 = new THREE.WireframeGeometry(tetrahedronGeometry2)
const line2 = new THREE.Line(lineGeometry2, lineMaterial)
tetrahedron2.position.x = 4
line2.position.x = 4
if (search.includes('tetrahedron') || !search) {
group.add(tetrahedron2, line2)
}
}
{
// 创建八面体 OctahedronGeometry
const radius1 = 2
const details1 = 0
const octahedronGeometry1 = new THREE.OctahedronGeometry(radius1, details1)
const octahedron1 = new THREE.Mesh(octahedronGeometry1, material)
const lineGeometry1 = new THREE.WireframeGeometry(octahedronGeometry1)
const line = new THREE.Line(lineGeometry1, lineMaterial)
octahedron1.position.x = -2
line.position.x = -2
if (!search.includes('octahedron')) {
octahedron1.position.y = 4
line.position.y = 4
}
if (search.includes('octahedron') || !search) {
group.add(octahedron1, line)
}
const radius2 = 2
const details2 = 1
const octahedronGeometry2 = new THREE.OctahedronGeometry(radius2, details2)
const octahedron2 = new THREE.Mesh(octahedronGeometry2, material)
const lineGeometry2 = new THREE.WireframeGeometry(octahedronGeometry2)
const line2 = new THREE.Line(lineGeometry2, lineMaterial)
octahedron2.position.x = 4
line2.position.x = 4
if (!search.includes('octahedron')) {
octahedron2.position.y = 4
line2.position.y = 4
}
if (search.includes('octahedron') || !search) {
group.add(octahedron2, line2)
}
}
{
// 创建十二面体
const radius = 2
const details = 0
const dodecahedronGeometry = new THREE.DodecahedronGeometry(radius, details)
const dodecahedron1 = new THREE.Mesh(dodecahedronGeometry, material)
const lineGeometry1 = new THREE.WireframeGeometry(dodecahedronGeometry)
const line = new THREE.Line(lineGeometry1, lineMaterial)
dodecahedron1.position.x = -2
line.position.x = -2
if (!search.includes('dodecahedron')) {
dodecahedron1.position.y = -4
line.position.y = -4
}
if (search.includes('dodecahedron') || !search) {
group.add(dodecahedron1, line)
}
const radius2 = 2
const details2 = 1
const dodecahedronGeometry2 = new THREE.DodecahedronGeometry(radius2, details2)
const dodecahedron2 = new THREE.Mesh(dodecahedronGeometry2, material)
const lineGeometry2 = new THREE.WireframeGeometry(dodecahedronGeometry2)
const line2 = new THREE.Line(lineGeometry2, lineMaterial)
dodecahedron2.position.x = 4
line2.position.x = 4
if (!search.includes('dodecahedron')) {
dodecahedron2.position.y = -4
line2.position.y = -4
}
if (search.includes('dodecahedron') || !search) {
group.add(dodecahedron2, line2)
}
}
{
// 创建20面体
const radius = 2
const details = 0
const icosahedronGeometry = new THREE.DodecahedronGeometry(radius, details)
const icosahedron1 = new THREE.Mesh(icosahedronGeometry, material)
const lineGeometry1 = new THREE.WireframeGeometry(icosahedronGeometry)
const line = new THREE.Line(lineGeometry1, lineMaterial)
icosahedron1.position.x = -8
line.position.x = -8
if (search.includes('icosahedron')) {
icosahedron1.position.x = 2
line.position.x = 2
}
if (search.includes('icosahedron') || !search) {
group.add(icosahedron1, line)
}
const radius2 = 2
const details2 = 1
const icosahedronGeometry2 = new THREE.DodecahedronGeometry(radius2, details2)
const icosahedron2 = new THREE.Mesh(icosahedronGeometry2, material)
const lineGeometry2 = new THREE.WireframeGeometry(icosahedronGeometry2)
const line2 = new THREE.Line(lineGeometry2, lineMaterial)
icosahedron2.position.x = -8
line2.position.x = -8
if (!search.includes('icosahedron')) {
icosahedron2.position.y = -4
line2.position.y = -4
} else {
icosahedron2.position.x = -4
line2.position.x = -4
}
if (search.includes('icosahedron') || !search) {
group.add(icosahedron2, line2)
}
}
const scene = new THREE.Scene()
{
const lightColor = 0xffffff; // 灯光颜色
const intensity = 1; // 灯光强度
const light = new THREE.DirectionalLight(lightColor, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
scene.add(group)
function resizeRenderSizeToDisplaySize () {
const pixelRatio = window.devicePixelRatio;
const displayWidth = canvas.clientWidth * pixelRatio
const displayHeight = canvas.clientHeight * pixelRatio
const renderWidth = canvas.width;
const renderHeight = canvas.height;
const needResize = displayWidth !== renderWidth || displayHeight !== renderHeight
return needResize
}
function render (time) {
if (resizeRenderSizeToDisplaySize()) {
const pixelRatio = window.devicePixelRatio;
const width = canvas.clientWidth * pixelRatio
const height = canvas.clientHeight * pixelRatio
renderer.setSize(width, height, false)
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
time *= 0.001
group['children'].forEach((each, index) => {
if (each.position.y === 0) {
each.rotation.y = -time
} else {
each.rotation.y = -time
}
// if (index % 2 === 0) {
// each.rotation.z = -time
// } else {
// each.rotation.z = time
// }
})
// group.position.y = time
// group.position.x = time
renderer.render(scene, camera)
requestAnimationFrame(render)
}
requestAnimationFrame(render)
// render()
}
main()
</script>
</body>
</html>