Three.js - 平面几何
THREE.PlaneGeometry 创建一个简单的 2D 矩形。它需要四个参数,宽度、高度是必需的,widthSegments、heightSegments 是可选的。
width − 矩形的宽度。
height − 矩形的高度。
widthSegments − 宽度应划分的段数。默认为 1。
- heightSegments − 高度应划分的段数。默认为 1。
const plane = new THREE.PlaneGeometry( width, height, widthSegments, heightSegments )
示例
查看以下示例。
plane.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 - Plane</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"> // Plane geometry // A rotating 2d rectangle 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) // plane const geometry = new THREE.PlaneGeometry(1, 1) const material = new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: true, side: THREE.DoubleSide }) const materialFolder = gui.addFolder('Material') materialFolder.add(material, 'wireframe') materialFolder.open() const plane = new THREE.Mesh(geometry, material) scene.add(plane) // experimenting plane properties const planeProps = { width: 1, height: 1, widthSegments: 1, heightSegments: 1 } const props = gui.addFolder('Properties') props .add(planeProps, 'width', 1, 30) .step(1) .onChange(redraw) .onFinishChange(() => console.dir(plane.geometry)) props.add(planeProps, 'height', 1, 30).step(1).onChange(redraw) props.add(planeProps, 'widthSegments', 1, 30).step(1).onChange(redraw) props.add(planeProps, 'heightSegments', 1, 30).step(1).onChange(redraw) props.open() function redraw() { let newGeometry = new THREE.PlaneGeometry( planeProps.width, planeProps.height, planeProps.widthSegments, planeProps.heightSegments ) plane.geometry.dispose() plane.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) plane.rotation.x += 0.005 plane.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>