Three.js - 圆形几何体
THREE.CircleGeometry 创建一个简单的 2D 圆形。它需要四个参数,并且都是可选的。
radius − 圆形的半径定义其大小。默认值为 1。
segments − 用于创建圆形的面数。默认值为 8。段数越多,圆形越平滑。
thetaStart − 开始绘制圆形的位置。此值的范围为 0 到 2 * PI,默认值为 0。
thetaLength − 此属性定义圆形的完成程度。默认值为 2 * PI。
const circle = new THREE.CircleGeometry( radius, segments, thetaStart, thetaLength )
示例
查看以下示例。
circle.html
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="ie=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Three.js - Circle</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; } html, body { height: 100vh; width: 100vw; } #threejs-container { position: block; width: 100%; height: 100%; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script> </head> <body> <div id="threejs-container"></div> <script type="module"> / Circle geometry // a 2d circle in Three.js // GUI const gui = new dat.GUI() // 尺寸 let width = window.innerWidth let height = window.innerHeight // 场景 const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // 相机 const camera = new THREE.PerspectiveCamera(30, width / height, 0.1, 100) camera.position.set(0, 0, 10) const camFolder = gui.addFolder('Camera') camFolder.add(camera.position, 'z').min(10).max(60).step(10) camFolder.open() // 灯光 const ambientLight = new THREE.AmbientLight(0xffffff, 1) scene.add(ambientLight) const pointLight = new THREE.PointLight(0xffffff, 0.2) pointLight.position.x = 2 pointLight.position.y = 3 pointLight.position.z = 4 scene.add(pointLight) // 圆 const geometry = new THREE.CircleGeometry() const material = new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: true, side: THREE.DoubleSide }) const materialFolder = gui.addFolder('Material') materialFolder.add(material, 'wireframe') materialFolder.open() const circle = new THREE.Mesh(geometry, material) scene.add(circle) const circleProps = { radius: 1, segments: 8, thetaStart: 0, thetaLength: 2 * Math.PI } const props = gui.addFolder('Properties') props .add(circleProps, 'radius', 1, 50) .step(1) .onChange(redraw) .onFinishChange(() => console.dir(circle.geometry)) props.add(circleProps, 'segments', 1, 50).step(1).onChange(redraw) props.add(circleProps, 'thetaStart', 0, 2 * Math.PI).onChange(redraw) props.add(circleProps, 'thetaLength', 0, 2 * Math.PI).onChange(redraw) props.open() function redraw() { let newGeometry = new THREE.CircleGeometry( circleProps.radius, circleProps.segments, circleProps.thetaStart, circleProps.thetaLength ) circle.geometry.dispose() circle.geometry = newGeometry } // 响应性 window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHeight camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // 渲染器 const renderer = new THREE.WebGL1Renderer() renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // 动画 function animate() { requestAnimationFrame(animate) circle.rotation.x += 0.005 circle.rotation.y += 0.01 renderer.render(scene, camera) } // 渲染场景 const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>