Three.js - SphereGeometry 球体几何体
THREE.SphereGeometry 创建 3D 球体几何体。您可以通过传递参数来创建不同类型的球体相关几何体。
radius − 圆的半径定义其大小。默认值为 1。
widthSegments − 垂直使用的段数。默认为 8。
heightSegments − 水平使用的段数。默认为 6。
phiStart − 开始绘制圆的位置。此值的范围为 0 到 2 * PI,默认值为 0。
phiLength − 此属性定义圆完成的程度。默认值为 2 * PI。
thetaStart − 开始绘制圆的位置。此值的范围为 0 到 2 * PI,默认值为 0。
thetaLength − 此属性定义圆完成的程度。默认值为 2 * PI。
const sphere = new THREE.SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength )
示例
查看以下示例。
sphere.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 - Sphere</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"> // creating a sphere using Sphere geometry in Three.js // GUI const gui = new dat.GUI() // sizes let width = window.innerWidth let height = window.innerHeight // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // camera 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() // Light const ambientLight = new THREE.AmbientLight(0x87ceeb, 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) // sphere const geometry = new THREE.SphereGeometry() const material = new THREE.MeshStandardMaterial({ color: 0xffffff }) material.metalness = 0.7 material.roughness = 0.3 const materialFolder = gui.addFolder('Material') materialFolder.add(material, 'wireframe') materialFolder.open() const sphere = new THREE.Mesh(geometry, material) scene.add(sphere) const sphereProps = { radius: 1, widthSegments: 8, heightSegments: 6, phiStart: 0, phiLength: 2 * Math.PI, thetaStart: 0, thetaLength: 2 * Math.PI } const props = gui.addFolder('Properties') props .add(sphereProps, 'radius', 1, 50) .step(1) .onChange(redraw) .onFinishChange(() => console.dir(sphere.geometry)) props.add(sphereProps, 'widthSegments', 1, 50).step(1).onChange(redraw) props.add(sphereProps, 'heightSegments', 1, 50).step(1).onChange(redraw) props.add(sphereProps, 'phiStart', 0, 2 * Math.PI).onChange(redraw) props.add(sphereProps, 'phiLength', 0, 2 * Math.PI).onChange(redraw) props.add(sphereProps, 'thetaStart', 0, 2 * Math.PI).onChange(redraw) props.add(sphereProps, 'thetaLength', 0, 2 * Math.PI).onChange(redraw) props.open() function redraw() { let newGeometry = new THREE.SphereGeometry( sphereProps.radius, sphereProps.widthSegments, sphereProps.heightSegments, sphereProps.phiStart, sphereProps.phiLength, sphereProps.thetaStart, sphereProps.thetaLength ) sphere.geometry.dispose() sphere.geometry = newGeometry } // responsiveness 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) }) // renderer const renderer = new THREE.WebGL1Renderer() renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // animation function animate() { requestAnimationFrame(animate) sphere.rotation.x += 0.005 sphere.rotation.y += 0.01 renderer.render(scene, camera) } // rendesphere the scene const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>