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33 Three.js的材质THREE.MeshBasicMaterial

2017-09-03 20:53 435 查看

简介

MeshBasicMaterial是一种非常简单的材质,这种材质不考虑场景中光照的影响。使用这种材质的网格会被渲染成简单的平面多边形,而且也可以显示几何体的线框。

设置属性

Three.js除了可以设置共有的属性外,还可以设置以下属性:

名称描述
color(颜色)设置材质的颜色
wireframe(线框)设置这个属性的可以将材质渲染成线框,非常适合调试
wireframeLinewidth(线框宽度)如果已经打开了wirefreme,这个属性定义线框中线的宽度
wireframeLinecap(线框线段端点)这个属性定义了线框模式下顶点键线段的端点如何显示。可选的值包括butt(平)、round(圆)和square(方)。默认值为round。在实际使用中,这个属性的修改结果很难看出来。WebGLRenderer对象不支持该属性。
wireframeLinejoin(线框线段连接点)这个属性定义了线段的连接点如何显示。可选的值有round(圆)、bevel(斜角)和miter(尖角)。默认值为round。如果你在一个使用低透明度和wireframeLinewidth值很大的例子里靠近观察,就可以看到这个属性的效果。WebGLRenderer对象不支持该属性
shading(着色)该属性定义如何着色。可选的值有THREE.SmoothShading、THREE.NoShading和THREE.FlatShading。默认值为THREE.SmoothShading,这将产生一个平滑的对象,看不到单个面
vertexColors(顶点颜色)可以通过这个属性给每个顶点定义不同的颜色。默认值为THREE.NoColors。如果将这个值设置为THREE.VertexColors,渲染器会采用THREE.Geometry对象的colors属性的值。该属性对象CanvasRenderer不起作用,但对WebGLRenderer起作用
fog(雾化)该属性指定当前材质是否受全局雾化效果设置的影响。默认true,如果设置为false,将不会受雾化的影响

使用案例

直接按照上一节的的两种方法中的一种方法创建实例化对象,设置相关属性即可。

var meshMaterial = new THREE.MeshBasicMaterial({color:0xeeefff});


然后创建好图形形状,生成网格添加到scene当中即可

//球体
var sphereGeometry = new THREE.SphereGeometry(10, 30, 30);
var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);
scene.add(sphere);


案例代码



案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-12/35.html

代码可以直接运行

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}

canvas {
display: block;
}

</style>
</head>
<body onload="draw();">

</body>
<script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script>
<script>
var renderer;

function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
//告诉渲染器需要阴影效果
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
document.body.appendChild(renderer.domElement);
}

var camera;

function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 40, 100);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}

var scene;

function initScene() {
scene = new THREE.Scene();
}

var ambientLight, directionalLight;

function initLight() {

ambientLight = new THREE.AmbientLight("#111111");
scene.add(ambientLight);

directionalLight = new THREE.DirectionalLight("#ffffff");
directionalLight.position.set(-40, 60, -10);

directionalLight.shadow.camera.near = 20; //产生阴影的最近距离
directionalLight.shadow.camera.far = 200; //产生阴影的最远距离
directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
directionalLight.shadow.camera.right = 50; //最右边
directionalLight.shadow.camera.top = 50; //最上边
directionalLight.shadow.camera.bottom = -50; //最下面

//这两个值决定使用多少像素生成阴影 默认512
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.mapSize.width = 1024;

//告诉平行光需要开启阴影投射
directionalLight.castShadow = true;

scene.add(directionalLight);
}

var cube, plane, meshMaterial;

function initModel() {

//辅助工具
var helper = new THREE.AxisHelper(10);
scene.add(helper);

//球体
var sphereGeometry = new THREE.SphereGeometry(10, 30, 30);
meshMaterial = new THREE.MeshBasicMaterial({color: 0xaaafff});
var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);
sphere.position.set(-20, 20, 0);

sphere.castShadow = true;

scene.add(sphere);

//立方体
var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);

var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});

cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 30;
cube.position.y = 5;
cube.position.z = -5;

//告诉立方体需要投射阴影
cube.castShadow = true;

scene.add(cube);

//底部平面
var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa});

plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.y = -0;

//告诉底部平面需要接收阴影
plane.receiveShadow = true;

scene.add(plane);

}

//初始化dat.GUI简化试验流程
var controls;

function initGui() {
//声明一个保存需求修改的相关数据的对象
controls = {
rotationSpeed: 0.02,
bouncingSpeed: 0.03,

opacity: meshMaterial.opacity,
transparent: meshMaterial.transparent,
overdraw: meshMaterial.overdraw,
visible: meshMaterial.visible,
side: "front",

color: meshMaterial.color.getStyle(),
wireframe: meshMaterial.wireframe,
wireframeLinewidth: meshMaterial.wireframeLinewidth,
wireFrameLineJoin: meshMaterial.wireframeLinejoin,
};

var gui = new dat.GUI();

var spGui = gui.addFolder("Mesh");
spGui.add(controls, 'opacity', 0, 1).onChange(function (e) {
meshMaterial.opacity = e
});
spGui.add(controls, 'transparent').onChange(function (e) {
meshMaterial.transparent = e
});
spGui.add(controls, 'wireframe').onChange(function (e) {
meshMaterial.wireframe = e
});
spGui.add(controls, 'wireframeLinewidth', 0, 20).onChange(function (e) {
meshMaterial.wireframeLinewidth = e
});
spGui.add(controls, 'visible').onChange(function (e) {
meshMaterial.visible = e
});
spGui.add(controls, 'side', ["front", "back", "double"]).onChange(function (e) {
console.log(e);
switch (e) {
case "front":
meshMaterial.side = THREE.FrontSide;
break;
case "back":
meshMaterial.side = THREE.BackSide;
break;
case "double":
meshMaterial.side = THREE.DoubleSide
break;
}
meshMaterial.needsUpdate = true;
console.log(meshMaterial);
});
spGui.addColor(controls, 'color').onChange(function (e) {
meshMaterial.color.setStyle(e)
});

spGui.open();

}

//初始化性能插件
var stats;

function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}

//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
var controls;

function initControls() {

controls = new THREE.OrbitControls(camera, renderer.domElement);

// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
controls.autoRotate = false;
//设置相机距离原点的最远距离
controls.minDistance = 50;
//设置相机距离原点的最远距离
controls.maxDistance = 200;
//是否开启右键拖拽
controls.enablePan = true;
}

function render() {
renderer.render(scene, camera);
}

//窗口变动触发的函数
function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
renderer.setSize(window.innerWidth, window.innerHeight);

}

function animate() {
//更新控制器
render();

//更新性能插件
stats.update();

controls.update();

requestAnimationFrame(animate);
}

function draw() {
initRender();
initScene();
initCamera();
initLight();
initModel();
initGui();
initControls();
initStats();

animate();
window.onresize = onWindowResize;
}
</script>
</html>
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