本文主要是介绍ThreeJS geometry的顶点世界坐标,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
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<html lang="en"><head><meta charset="UTF-8"><title></title><style>body {margin: 0;overflow: hidden;/* 隐藏body窗口区域滚动条 */}</style><!--引入three.js三维引擎--><script src="../../three.js-master/build/three.js"></script><!-- 引入threejs扩展控件OrbitControls.js --><script src="../../three.js-master/examples/js/controls/OrbitControls.js"></script></head><body><script>/*** 创建场景对象Scene*/var scene = new THREE.Scene();let geometry3 = new THREE.PlaneGeometry(100, 100);let material3 = new THREE.MeshBasicMaterial({color: 0x00ff00,//side: THREE.DoubleSide});let rect = new THREE.Mesh(geometry3, material3);rect.rotateX(Math.PI/2); //x轴旋转90度scene.updateMatrixWorld(true);var worldPosition = new THREE.Vector3();rect.getWorldPosition(worldPosition)console.log('原始顶点坐标',rect.geometry.vertices);rect.geometry.vertices.forEach(el=>{ var vector = el.clone();vector.applyMatrix4( rect.matrixWorld );console.log('旋转后的顶点世界坐标',vector);});scene.add(rect);
console.log(rect.toJSON());// // 辅助坐标系 老版本AxisHelper 新版本AxesHelpervar axisHelper = new THREE.AxisHelper(250);scene.add(axisHelper);/*** 光源设置*///点光源// var point = new THREE.PointLight(0xffffff);// point.position.set(400, 200, 300); //点光源位置// scene.add(point); //点光源添加到场景中// //环境光// var ambient = new THREE.AmbientLight(0x444444);// scene.add(ambient);/*** 相机设置*/var width = window.innerWidth; //窗口宽度var height = window.innerHeight; //窗口高度var k = width / height; //窗口宽高比var s = 150; //三维场景显示范围控制系数,系数越大,显示的范围越大//创建相机对象var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);camera.position.set(200, 300, 200); //设置相机位置camera.lookAt(scene.position); //设置相机方向(指向的场景对象)/*** 创建渲染器对象*/var renderer = new THREE.WebGLRenderer();renderer.setSize(width, height); //设置渲染区域尺寸renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色document.body.appendChild(renderer.domElement); //body元素中插入canvas对象// 渲染函数function render() {renderer.render(scene, camera); //执行渲染操作}render();//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性var controls = new THREE.OrbitControls(camera);//监听鼠标事件,触发渲染函数,更新canvas画布渲染效果controls.addEventListener('change', render);</script></body></html>
参考:
http://www.yanhuangxueyuan.com/Three.js_course/first.html
http://techbrood.com/zh/news/webgl/three_js-%E5%AF%B9%E8%B1%A1%E5%B1%80%E9%83%A8%E5%9D%90%E6%A0%87%E8%BD%AC%E6%8D%A2%E4%B8%BA%E4%B8%96%E7%95%8C%E5%9D%90%E6%A0%87.html
From:https://www.cnblogs.com/xuejianxiyang/p/9706789.html
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