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Interactive 3D Graphics-Lesson2 Problem Set

2013-04-15 19:59 405 查看
Interactive 3D Graphics是Udacity上的一门图形学公开课(需要翻墙),最近在学习,在这里记录一下课程的学习进度和作业的答案。

多边形的三角形划分

由于在图形学中,面的表示通常是用三角形来表示,所以要显示多边形的时候,就要将其碎片化。

////////////////////////////////////////////////////////////////////////////////
// Polygon Creation Exercise
// Your task is to complete the function PolygonGeometry(sides)
// which takes 1 argument:
//   sides - how many edges the polygon has.
// Return the mesh that defines the minimum number of triangles necessary
// to draw the polygon.
// Radius of the polygon is 1. Center of the polygon is at 0, 0.
////////////////////////////////////////////////////////////////////////////////
/*global, THREE, Coordinates, $, document, window*/

var camera, scene, renderer;
var windowScale;

function PolygonGeometry(sides) {
var geo = new THREE.Geometry();

// generate vertices
for ( var pt = 0 ; pt < sides; pt++ )
{
// Add 90 degrees so we start at +Y axis, rotate counterclockwise around
var angle = (Math.PI/2) + (pt / sides) * 2 * Math.PI;

var x = Math.cos( angle );
var y = Math.sin( angle );

// YOUR CODE HERE
//Save the vertex location - fill in the code
geo.vertices.push(new THREE.Vector3(x,y,0));
}
// YOUR CODE HERE
// Write the code to generate minimum number of faces for the polygon.
for ( var fc = 0 ; fc < sides-1; fc++ )
{
geo.faces.push( new THREE.Face3( 0, fc, fc+1) );
}
// Return the geometry object
return geo;
}

function init() {
//  Setting up some parameters
var canvasWidth = 846;
var canvasHeight = 494;
var canvasRatio = canvasWidth / canvasHeight;
// scene
scene = new THREE.Scene();

// Camera: Y up, X right, Z up
windowScale = 4;
var windowWidth = windowScale * canvasRatio;
var windowHeight = windowScale;

camera = new THREE.OrthographicCamera( windowWidth / - 2, windowWidth / 2, windowHeight / 2, windowHeight / - 2, 0, 40 );

var focus = new THREE.Vector3( 0,1,0 );
camera.position.x = focus.x;
camera.position.y = focus.y;
camera.position.z = 10;
camera.lookAt(focus);

renderer = new THREE.WebGLRenderer({ antialias: false, preserveDrawingBuffer: true});
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.setSize( canvasWidth, canvasHeight );
renderer.setClearColorHex( 0xffffff, 1.0 );

}
function showGrids() {
// Background grid and axes. Grid step size is 1, axes cross at 0, 0
Coordinates.drawGrid({size:100,scale:1,orientation:"z"});
Coordinates.drawAxes({axisLength:4,axisOrientation:"x",axisRadius:0.02});
Coordinates.drawAxes({axisLength:3,axisOrientation:"y",axisRadius:0.02});
}
function addToDOM() {
var container = document.getElementById('container');
var canvas = container.getElementsByTagName('canvas');
if (canvas.length>0) {
container.removeChild(canvas[0]);
}
container.appendChild( renderer.domElement );
}
function render() {
renderer.render( scene, camera );
}

// Main body of the script
init();
showGrids();
addToDOM();
var geo = PolygonGeometry(5);
var material = new THREE.MeshBasicMaterial( { color: 0xff0000, side: THREE.FrontSide } );
var mesh = new THREE.Mesh( geo, material );
scene.add( mesh );
render();


运行结果:



在制定位置绘制制定半径的多边形

原先的函数变成了PolygonGeometry(sides,radius, location),只要在生成vertex的时候对坐标进行相应的变换就可已了。

////////////////////////////////////////////////////////////////////////////////
// Polygon Radius Exercise
// Your task is to write a function that will take 3 arguments:
//   sides - how many edges the polygon has.
//   location - location of the center of the polygon as a THREE.Vector3.
//   radius - radius of the polygon.
// Return the mesh that defines the minimum number of triangles necessary
// to draw the polygon.
////////////////////////////////////////////////////////////////////////////////
/*global, THREE, Coordinates, $, document, window*/

var camera, scene, renderer;
var windowScale;

function PolygonGeometry(sides, location, radius) {
var geo = new THREE.Geometry();

// generate vertices
for ( var pt = 0 ; pt < sides; pt++ )
{
// Add 90 degrees so we start at +Y axis, rotate counterclockwise around
var angle = (Math.PI/2) + (pt / sides) * 2 * Math.PI;

var x = radius*Math.cos(angle) + location.x;
var y = radius*Math.sin(angle) + location.y;

// Save the vertex location
geo.vertices.push( new THREE.Vector3( x, y, 0.0 ) );
}

// generate faces
for ( var face = 0 ; face < sides-2; face++ )
{
// this makes a triangle fan, from the first +Y point around
geo.faces.push( new THREE.Face3( 0, face+1, face+2 ) );
}
// done: return it.
return geo;
}

function init() {
//  Setting up some parameters
var canvasWidth = 846;
var canvasHeight = 494;
var canvasRatio = canvasWidth / canvasHeight;
// scene
scene = new THREE.Scene();

// Camera: Y up, X right, Z up
windowScale = 12;
var windowWidth = windowScale * canvasRatio;
var windowHeight = windowScale;

camera = new THREE.OrthographicCamera( windowWidth / - 2, windowWidth / 2, windowHeight / 2, windowHeight / - 2, 0, 40 );

var focus = new THREE.Vector3( 5,5,0 );
camera.position.x = focus.x;
camera.position.y = focus.y;
camera.position.z = 10;
camera.lookAt(focus);

renderer = new THREE.WebGLRenderer({ antialias: false, preserveDrawingBuffer: true});
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.setSize(canvasWidth, canvasHeight);
renderer.setClearColorHex( 0xffffff, 1.0 );

}
function showGrids() {
// Background grid and axes. Grid step size is 1, axes cross at 0, 0
Coordinates.drawGrid({size:100,scale:1,orientation:"z"});
Coordinates.drawAxes({axisLength:4,axisOrientation:"x",axisRadius:0.02});
Coordinates.drawAxes({axisLength:3,axisOrientation:"y",axisRadius:0.02});
}
function addToDOM() {
var container = document.getElementById('container');
var canvas = container.getElementsByTagName('canvas');
if (canvas.length>0) {
container.removeChild(canvas[0]);
}
container.appendChild( renderer.domElement );
}
function render() {
renderer.render( scene, camera );
}

// Main body of the script
init();
showGrids();
addToDOM();
var geo = PolygonGeometry(9, new THREE.Vector3( 5, 5, 0 ), 4);
var material = new THREE.MeshBasicMaterial( { color: 0xff0000, side: THREE.FrontSide } );
var mesh = new THREE.Mesh( geo, material );
scene.add( mesh );
render();




建造楼梯

搭建一个楼梯,最终获得奖杯。

////////////////////////////////////////////////////////////////////////////////
// Staircase exercise                                                         //
// Your task is to complete the model for simple stairs                       //
// Using the provided sizes and colors, complete the staircase                //
// and reach the Gold Cup!                                                    //
////////////////////////////////////////////////////////////////////////////////
/*global, THREE, Coordinates, $, document, window, dat*/

var camera, scene, renderer;
var cameraControls, effectController;
var clock = new THREE.Clock();
var gridX = false;
var gridY = false;
var gridZ = false;
var axes = false;
var ground = true;

function createStairs() {

// MATERIALS
var stepMaterialVertical = new THREE.MeshLambertMaterial( {
color: 0xA85F35
} );
var stepMaterialHorizontal = new THREE.MeshLambertMaterial( {
color: 0xBC7349
} );

var stepWidth = 500;
var stepSize = 200;
var stepThickness = 50;
// height from top of one step to bottom of next step up
var verticalStepHeight = stepSize;
var horizontalStepDepth = stepSize*2;

var stepHalfThickness = stepThickness/2;

// +Y direction is up
// Define the two pieces of the step, vertical and horizontal
// THREE.CubeGeometry takes (width, height, depth)
var stepVertical = new THREE.CubeGeometry(stepWidth, verticalStepHeight, stepThickness);
var stepHorizontal = new THREE.CubeGeometry(stepWidth, stepThickness, horizontalStepDepth);
var stepMesh;

for( var i=0;i<6;i++ )
{
stepMesh = new THREE.Mesh( stepVertical, stepMaterialVertical );
// The position is where the center of the block will be put.
// You can define position as THREE.Vector3(x, y, z) or in the following way:
stepMesh.position.x = 0;			// centered at origin
stepMesh.position.y = i*verticalStepHeight+verticalStepHeight/2+i*stepThickness;	// half of height: put it above ground plane
stepMesh.position.z = i*horizontalStepDepth-i*stepThickness;			// centered at origin
scene.add( stepMesh );
}

// Make and position the horizontal part
for( var i=0;i<6;i++ )
{
stepMesh = new THREE.Mesh( stepHorizontal, stepMaterialHorizontal );
stepMesh.position.x = 0;
// Push up by half of horizontal step's height, plus vertical step's height
stepMesh.position.y = i*stepThickness + (i+1)*verticalStepHeight+stepHalfThickness;
// Push step forward by half the depth, minus half the vertical step's thickness
stepMesh.position.z = i*horizontalStepDepth+horizontalStepDepth/2 -  i*stepThickness-stepHalfThickness;
scene.add( stepMesh );
}
}

function createCup() {
var cupMaterial = new THREE.MeshLambertMaterial( { color: 0xFDD017});
// THREE.CylinderGeometry takes (radiusTop, radiusBottom, height, segmentsRadius)
var cupGeo = new THREE.CylinderGeometry( 200, 50, 400, 32 );
var cup = new THREE.Mesh( cupGeo, cupMaterial );
cup.position.x = 0;
cup.position.y = 1725;
cup.position.z = 1925;
scene.add( cup );
cupGeo = new THREE.CylinderGeometry( 100, 100, 50, 32 );
cup = new THREE.Mesh( cupGeo, cupMaterial );
cup.position.x = 0;
cup.position.y = 1525;
cup.position.z = 1925;
scene.add( cup );
}

function init() {
var canvasWidth = 846;
var canvasHeight = 494;
var canvasRatio = canvasWidth / canvasHeight;

// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.setSize(canvasWidth, canvasHeight);
renderer.setClearColorHex( 0xAAAAAA, 1.0 );

// CAMERA
camera = new THREE.PerspectiveCamera( 45, canvasRatio, 1, 40000 );
camera.position.set( -700, 500, -1600 );
// CONTROLS
cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement);
cameraControls.target.set(0,600,0);

// Camera(2) for testing has following values:
// camera.position.set( 1225, 2113, 1814 );
// cameraControls.target.set(-1800,180,630);

fillScene();
}
function addToDOM() {
var container = document.getElementById('container');
var canvas = container.getElementsByTagName('canvas');
if (canvas.length>0) {
container.removeChild(canvas[0]);
}
container.appendChild( renderer.domElement );
}
function fillScene() {
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x808080, 3000, 6000 );
// LIGHTS
var ambientLight = new THREE.AmbientLight( 0x222222 );
var light = new THREE.DirectionalLight( 0xffffff, 1.0 );
light.position.set( 200, 400, 500 );

var light2 = new THREE.DirectionalLight( 0xffffff, 1.0 );
light2.position.set( -400, 200, -300 );

scene.add(ambientLight);
scene.add(light);
scene.add(light2);

scene.add(camera);

if (ground) {
Coordinates.drawGround({size:1000});
}
if (gridX) {
Coordinates.drawGrid({size:1000,scale:0.01});
}
if (gridY) {
Coordinates.drawGrid({size:1000,scale:0.01, orientation:"y"});
}
if (gridZ) {
Coordinates.drawGrid({size:1000,scale:0.01, orientation:"z"});
}
if (axes) {
Coordinates.drawAllAxes({axisLength:300,axisRadius:2,axisTess:50});
}
createCup();
var stairs = createStairs();
scene.add(stairs);
}
//

function animate() {
window.requestAnimationFrame(animate);
render();
}

function render() {
var delta = clock.getDelta();
cameraControls.update(delta);
if ( effectController.newGridX !== gridX || effectController.newGridY !== gridY || effectController.newGridZ !== gridZ || effectController.newGround !== ground || effectController.newAxes !== axes)
{
gridX = effectController.newGridX;
gridY = effectController.newGridY;
gridZ = effectController.newGridZ;
ground = effectController.newGround;
axes = effectController.newAxes;

fillScene();
}
renderer.render(scene, camera);
}

function setupGui() {

effectController = {

newGridX: gridX,
newGridY: gridY,
newGridZ: gridZ,
newGround: ground,
newAxes: axes,

dummy: function() {
}
};

var gui = new dat.GUI();
gui.add(effectController, "newGridX").name("Show XZ grid");
gui.add( effectController, "newGridY" ).name("Show YZ grid");
gui.add( effectController, "newGridZ" ).name("Show XY grid");
gui.add( effectController, "newGround" ).name("Show ground");
gui.add( effectController, "newAxes" ).name("Show axes");
}

init();
addToDOM();
setupGui();
animate();




空间建模

第三题十一个三维建模的题目,需要一些空间想象。

和3dmax的建模类似,在max中建模是交互的,但这里是需要代码来实现。

主要用到了三个函数来创建空间物体:

//Create box
boxGeometry = New THREE.CubeGeometry(float width,float,height,float depth);
//Create sphere
sphereGeometry = New THREE.SphereGeometry(float radius,int segsWidth,int segsHeight);
// Create cylinder
cylinderGeometry = New THREE.CylinderGeometry(float radius1,float radius1,int height,int segs);


平面图如下:



代码如下

////////////////////////////////////////////////////////////////////////////////
// Drinking Bird Model exercise                                               //
// Your task is to complete the model for the drinking bird                   //
// The following forms and sizes should be used:                              //
// Hat: cylinder. color blue (cylinderMaterial)                               //
//      Diameter top 80, bottom, full height 80, edge 10                      //
// Head: sphere, red (sphereMaterial), diameter 104                           //
// Middle of base: cube, color orange (cubeMaterial), width 77, length 194     //
// Feet: cube, color orange, width 6, length 194, height 52                    //
// Legs: cube, color orange, width 6, length 64, height 386                    //
// Body: sphere, red, diameter 116                                            //
// Spine: cylinder, blue, diameter 24, length 390                             //
////////////////////////////////////////////////////////////////////////////////
/*global, THREE, Coordinates, $, document, window, dat*/

var camera, scene, renderer;
var cameraControls, effectController;
var clock = new THREE.Clock();
var gridX = false;
var gridY = false;
var gridZ = false;
var axes = false;
var ground = true;

function init() {
var canvasWidth = 846;
var canvasHeight = 494;
var canvasRatio = canvasWidth / canvasHeight;

// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.setSize(canvasWidth, canvasHeight);
renderer.setClearColorHex( 0xAAAAAA, 1.0 );

// CAMERA
camera = new THREE.PerspectiveCamera( 45, canvasRatio, 1, 40000 );
// CONTROLS
cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement);

camera.position.set( -480, 659, -619 );
cameraControls.target.set(4,301,92);

fillScene();
}

// Supporting frame for the bird - base + legs + feet
function createSupport() {

var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0xF07020 } );
// base
var cube;
cube = new THREE.Mesh(
new THREE.CubeGeometry( 20+64+110, 4, 2*77 ), cubeMaterial );
cube.position.x = -45;	// (20+32) - half of width (20+64+110)/2
cube.position.y = 4/2;	// half of height
cube.position.z = 0;	// centered at origin
scene.add( cube );

// left foot
cube = new THREE.Mesh(
new THREE.CubeGeometry( 20+64+110, 52, 6 ), cubeMaterial );
cube.position.x = -45;	// (20+32) - half of width (20+64+110)/2
cube.position.y = 52/2;	// half of height
cube.position.z = 77 + 6/2;	// offset 77 + half of depth 6/2
scene.add( cube );

// left leg
cube = new THREE.Mesh(
new THREE.CubeGeometry( 64, 334+52, 6 ), cubeMaterial );
cube.position.x = 0;	// centered on origin along X
cube.position.y = (334+52)/2;
cube.position.z = 77 + 6/2;	// offset 77 + half of depth 6/2
scene.add( cube );

// right foot
cube = new THREE.Mesh(
new THREE.CubeGeometry( 20+64+110, 52, 6 ), cubeMaterial );
cube.position.x = -45;	// (20+32) - half of width (20+64+110)/2
cube.position.y = 52/2;	// half of height
cube.position.z = -77 + -6/2;	// offset 77 + half of depth 6/2
scene.add( cube );
// right leg
cube = new THREE.Mesh(
new THREE.CubeGeometry( 64, 334+52, 6 ), cubeMaterial );
cube.position.x = 0;	// centered on origin along X
cube.position.y = (334+52)/2;
cube.position.z = -77 + -6/2;	// offset 77 + half of depth 6/2
scene.add( cube );
}

// Body of the bird - body and the connector of body and head
function createBody() {
var sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xA00000 } );
var cylinderMaterial = new THREE.MeshLambertMaterial( { color: 0x0000D0 } );

//Create two balls
var sphere;
sphere = new THREE.Mesh( new THREE.SphereGeometry( 116/2, 32, 16 ), sphereMaterial );
sphere.position.x = 0;
sphere.position.y = 160;
sphere.position.z = 0;
scene.add( sphere );

sphere = new THREE.Mesh( new THREE.SphereGeometry( 104/2, 32, 16 ), sphereMaterial );
sphere.position.x = 0;
sphere.position.y = 390+160;
sphere.position.z = 0;
scene.add( sphere );

//Create a stick
var cylinder;
cylinder=new THREE.Mesh(new THREE.CylinderGeometry( 12, 12, 390, 32 ), cylinderMaterial);
cylinder.position.x = 0;
cylinder.position.y = 160+390/2;
cylinder.position.z = 0;
scene.add( cylinder );
}

// Head of the bird - head + hat
function createHead() {
var sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xA00000 } );
var cylinderMaterial = new THREE.MeshLambertMaterial( { color: 0x0000D0 } );
//Create cap
var cylinder;
cylinder=new THREE.Mesh(new THREE.CylinderGeometry( 142/2, 142/2, 10, 32 ), cylinderMaterial);
cylinder.position.x = 0;
cylinder.position.y = 160+390+40+5;
cylinder.position.z = 0;
scene.add( cylinder );

cylinder=new THREE.Mesh(new THREE.CylinderGeometry( 80/2, 80/2, 70, 32 ), cylinderMaterial);
cylinder.position.x = 0;
cylinder.position.y = 160+390+40+10+70/2;
cylinder.position.z = 0;
scene.add( cylinder );
}

function createDrinkingBird() {

// MODELS
// base + legs + feet
createSupport();

// body + body/head connector
createBody();

// head + hat
createHead();
}

function fillScene() {
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x808080, 3000, 6000 );
// LIGHTS
var ambientLight = new THREE.AmbientLight( 0x222222 );
var light = new THREE.DirectionalLight( 0xffffff, 1.0 );
light.position.set( 200, 400, 500 );

var light2 = new THREE.DirectionalLight( 0xffffff, 1.0 );
light2.position.set( -400, 200, -300 );

scene.add(ambientLight);
scene.add(light);
scene.add(light2);

scene.add(camera);

if (ground) {
Coordinates.drawGround({size:1000});
}
if (gridX) {
Coordinates.drawGrid({size:1000,scale:0.01});
}
if (gridY) {
Coordinates.drawGrid({size:1000,scale:0.01, orientation:"y"});
}
if (gridZ) {
Coordinates.drawGrid({size:1000,scale:0.01, orientation:"z"});
}
if (axes) {
Coordinates.drawAllAxes({axisLength:300,axisRadius:2,axisTess:50});
}
createDrinkingBird();
}
//
function addToDOM() {
var container = document.getElementById('container');
var canvas = container.getElementsByTagName('canvas');
if (canvas.length>0) {
container.removeChild(canvas[0]);
}
container.appendChild( renderer.domElement );
}

function animate() {
window.requestAnimationFrame(animate);
render();
}

function render() {
var delta = clock.getDelta();
cameraControls.update(delta);
if ( effectController.newGridX !== gridX || effectController.newGridY !== gridY || effectController.newGridZ !== gridZ || effectController.newGround !== ground || effectController.newAxes !== axes)
{
gridX = effectController.newGridX;
gridY = effectController.newGridY;
gridZ = effectController.newGridZ;
ground = effectController.newGround;
axes = effectController.newAxes;

fillScene();
}
renderer.render(scene, camera);
}

function setupGui() {

effectController = {

newGridX: gridX,
newGridY: gridY,
newGridZ: gridZ,
newGround: ground,
newAxes: axes,

dummy: function() {
}
};

var gui = new dat.GUI();
gui.add(effectController, "newGridX").name("Show XZ grid");
gui.add( effectController, "newGridY" ).name("Show YZ grid");
gui.add( effectController, "newGridZ" ).name("Show XY grid");
gui.add( effectController, "newGround" ).name("Show ground");
gui.add( effectController, "newAxes" ).name("Show axes");
}

init();
addToDOM();
setupGui();
animate();


运行效果:

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