ThreeJS-3D教学九-line的绘制

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three.js 画线比较繁琐一些我们先展示正常的操作先看效果图
在这里插入图片描述
本案例用到的方法是
LineBasicMaterial 和 LineSegments。

1、材质
Three.js中提供了两种线条材质
LineDashedMaterial

const material = new THREE.LineDashedMaterial( {
	color: 0xffffff,
	linewidth: 1,
	scale: 1,
	dashSize: 3,  // 破折号的大小 。这是与笔划之间的间隙
	gapSize: 1  // 间隙的大小
} );

LineBasicMaterial

const material = new THREE.LineBasicMaterial( {
	color: 0xffffff,
	linewidth: 1
} );

2、geometry
Three.js中比较常用的三种线条LineLineLoopLineSegments

Line
Line用于将一系列点绘制成一条连续的线
LineLoop
用于将一系列点绘制成一条连续的线它和Line几乎一样唯一的区别就是所有点连接之后会将第一个点和最后一个点相连接
LineSegments
用于将两个点连接为一条线它会将我们传递的一系列点自动分配成两个为一组然后将分配好的两个点连接这种先天实际项目中主要用于绘制具有相同开始点结束点不同的线条

代码如下

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>Title</title>
  <style>
    body {
      width: 100%;
      height: 100%;
    }
    * {
      margin: 0;
      padding: 0;
    }
    .label {
      font-size: 20px;
      color: #000;
      font-weight: 700;
    }
  </style>
</head>
<body>
<div id="container"></div>
<script type="importmap">
  {
    "imports": {
      "three": "../three-155/build/three.module.js",
      "three/addons/": "../three-155/examples/jsm/"
    }
  }
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GPUStatsPanel } from 'three/addons/utils/GPUStatsPanel.js';
import { CSS2DRenderer, CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';
let stats, labelRenderer, gpuPanel, material;
let camera, scene, renderer, controls;
const group = new THREE.Group();
const r = 50;
let widthImg = 200;
let heightImg = 200;
init();
// initHelp();
initLight();
// axesHelperWord();
animate();

let parameters = [
  [0.25, 0xff7700, 1, 5],
  [0.5, 0xff9900, 1, 5],
  [0.75, 0xffaa00, 0.75, 5],
  [1, 0xffaa00, 0.5, 5],
  [1.25, 0x000833, 0.8, 5],
  [3.0, 0xaaaaaa, 0.75, 50],
  [3.5, 'blue', 0.5, 1],
  [4.5, 'yellow', 0.25, 1],
  [5.5, 0xffffff, 0.125, 50]
];

let geometry = createGeometry();

for (let i = 0; i < parameters.length; ++i) {

  let p = parameters[i];

  material = new THREE.LineBasicMaterial({color: p[1], opacity: p[2], linewidth: p[3]});

  let line = new THREE.LineSegments(geometry, material);
  line.scale.x = line.scale.y = line.scale.z = p[0];
  line.userData.originalScale = p[0];
  // line.rotation.y = Math.random() * Math.PI;
  line.updateMatrix();
  scene.add(line);

}

function createGeometry() {

  let geometry = new THREE.BufferGeometry();
  let vertices = [];

  let vertex = new THREE.Vector3();

  for (let i = 0; i < 2000; i++) {

    vertex.x = Math.random() * 2 - 1;
    vertex.y = Math.random() * 2 - 1;
    vertex.z = Math.random() * 2 - 1;
    vertex.normalize();
    vertex.multiplyScalar(r);

    vertices.push(vertex.x, vertex.y, vertex.z);

    vertex.multiplyScalar(Math.random() * 0.09 + 1);

    vertices.push(vertex.x, vertex.y, vertex.z);

  }

  geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));

  return geometry;

}

function init() {

  camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 10, 3000 );
  camera.up.set(0, 1, 0);
  camera.position.set(60, 700, 60);
  camera.lookAt(0, 0, 0);

  scene = new THREE.Scene();
  scene.background = new THREE.Color( '#000' );

  renderer = new THREE.WebGLRenderer( { antialias: true } );
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  document.body.appendChild( renderer.domElement );

  labelRenderer = new CSS2DRenderer();
  labelRenderer.setSize( window.innerWidth, window.innerHeight );
  labelRenderer.domElement.style.position = 'absolute';
  labelRenderer.domElement.style.top = '0px';
  labelRenderer.domElement.style.pointerEvents = 'none';
  document.getElementById( 'container' ).appendChild( labelRenderer.domElement );

  controls = new OrbitControls( camera, renderer.domElement );
  // 设置最大最小视距
  controls.minDistance = 20;
  controls.maxDistance = 3000;

  window.addEventListener( 'resize', onWindowResize );

  stats = new Stats();
  stats.setMode(1); // 0: fps, 1: ms
  document.body.appendChild( stats.dom );

  gpuPanel = new GPUStatsPanel( renderer.getContext() );
  stats.addPanel( gpuPanel );
  stats.showPanel( 0 );

  scene.add( group );
}

function initLight() {
  const AmbientLight = new THREE.AmbientLight(new THREE.Color('rgb(255, 255, 255)'), 0.2);
  scene.add( AmbientLight );
}

function initHelp() {
  // const size = 100;
  // const divisions = 5;
  // const gridHelper = new THREE.GridHelper( size, divisions );
  // scene.add( gridHelper );

  // The X axis is red. The Y axis is green. The Z axis is blue.
  const axesHelper = new THREE.AxesHelper( 100 );
  scene.add( axesHelper );
}

function axesHelperWord() {
  let xP = addWord('X轴');
  let yP = addWord('Y轴');
  let zP = addWord('Z轴');
  xP.position.set(50, 0, 0);
  yP.position.set(0, 50, 0);
  zP.position.set(0, 0, 50);
}

function addWord(word) {
  let name = `<span>${word}</span>`;
  let moonDiv = document.createElement( 'div' );
  moonDiv.className = 'label';
  // moonDiv.textContent = 'Moon';
  // moonDiv.style.marginTop = '-1em';
  moonDiv.innerHTML = name;
  const label = new CSS2DObject( moonDiv );
  group.add( label );
  return label;
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
}

function animate() {
  requestAnimationFrame( animate );

  let time = Date.now() * 0.0001;
  for (let i = 0; i < scene.children.length; i++) {

    let object = scene.children[i];

    if (object.isLine) {

      object.rotation.y = time * (i < 4 ? (i + 1) : -(i + 1));

      // if (i < 5) {

      // let scale = object.userData.originalScale * (i / 5 + 1) * (1 + 0.5 * Math.sin(7 * time));

      let scale = object.userData.originalScale * (i / 5 + 1) * (1 + 0.5 * Math.sin(10 * time));

      object.scale.x = object.scale.y = object.scale.z = scale;

      // }

    }

  }

  stats.update();
  controls.update();
  labelRenderer.render( scene, camera );
  renderer.render( scene, camera );
}
</script>
</body>
</html>

我们看到并不那么复杂但这里有个问题我们会发现LineBasicMaterial 的 linewidth 怎么设置都没有起作用按照官方解释是由于opengl核心库文件的限制webgl渲染器在大部分平台上linewidth一直是1无视你设置的值上面两种材质都是这样至于有宽度的线 后面我们会讲到

阿里云国内75折 回扣 微信号:monov8
阿里云国际,腾讯云国际,低至75折。AWS 93折 免费开户实名账号 代冲值 优惠多多 微信号:monov8 飞机:@monov6

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