ThreeJS geometry的頂點世界坐標


<!DOCTYPE html>
<html lang="en">

	<head>
		<meta charset="UTF-8">
		<title></title>
		<style>
			body {
				margin: 0;
				overflow: hidden;
				/* 隱藏body窗口區域滾動條 */
			}
		</style>
		<!--引入three.js三維引擎-->
		<script src="../../three.js-master/build/three.js"></script>
		<!-- 引入threejs擴展控件OrbitControls.js -->
		<script src="../../three.js-master/examples/js/controls/OrbitControls.js"></script>
	</head>

	<body>
		<script>
			/**
			 * 創建場景對象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軸旋轉90度
			
			
			
			scene.updateMatrixWorld(true);
			var worldPosition = new THREE.Vector3();
			rect.getWorldPosition(worldPosition)
			
			console.log('原始頂點坐標',rect.geometry.vertices);
			
			rect.geometry.vertices.forEach(el=>{				
				var vector = el.clone();
				vector.applyMatrix4( rect.matrixWorld );
				console.log('旋轉后的頂點世界坐標',vector);
			});
			
			scene.add(rect);
console.log(rect.toJSON());


			// 			// 輔助坐標系   老版本AxisHelper 新版本AxesHelper
			var axisHelper = new THREE.AxisHelper(250);
			scene.add(axisHelper);
			/**
			 * 光源設置
			 */
			//點光源
			// var point = new THREE.PointLight(0xffffff);
			// point.position.set(400, 200, 300); //點光源位置
			// scene.add(point); //點光源添加到場景中
			// //環境光
			// var ambient = new THREE.AmbientLight(0x444444);
			// scene.add(ambient);
			/**
			 * 相機設置
			 */
			var width = window.innerWidth; //窗口寬度
			var height = window.innerHeight; //窗口高度
			var k = width / height; //窗口寬高比
			var s = 150; //三維場景顯示范圍控制系數,系數越大,顯示的范圍越大
			//創建相機對象
			var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
			camera.position.set(200, 300, 200); //設置相機位置
			camera.lookAt(scene.position); //設置相機方向(指向的場景對象)
			/**
			 * 創建渲染器對象
			 */
			var renderer = new THREE.WebGLRenderer();
			renderer.setSize(width, height); //設置渲染區域尺寸
			renderer.setClearColor(0xb9d3ff, 1); //設置背景顏色
			document.body.appendChild(renderer.domElement); //body元素中插入canvas對象

			// 渲染函數
			function render() {
				renderer.render(scene, camera); //執行渲染操作
			}
			render();
			//創建控件對象  相機對象camera作為參數   控件可以監聽鼠標的變化,改變相機對象的屬性
			var controls = new THREE.OrbitControls(camera);
			//監聽鼠標事件,觸發渲染函數,更新canvas畫布渲染效果
			controls.addEventListener('change', render);
		</script>
	</body>

</html>

  參考:

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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