3.1 基本幾何形狀
球體(SphereGeometry)
構造函數:
THREE.SphereGeometry(radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength)
radius:是半徑;
segmentsWidth:經度上的切片數,相當於經度被切成了幾瓣;
segmentsHeight:緯度上的切片數,相當於緯度被切成了幾層;
phiStart:經度開始的弧度;
phiLength:經度跨過的弧度;
thetaStart:緯度開始的弧度;
thetaLength:緯度跨過的弧度。
分段
在圖形底層的實現中,並沒有曲線的概念,曲線都是由多個折線近似構成的。當折線越多,越近乎曲線。切片數決定了,圖形的“精細度”
經度分段(切片demo)
維度分段(切片demo)
缺省值說明
phiStart、phiLength、thetaStart、thetaLength 這四個值是缺省值,即可以省略,而省略的時候實際有默認值,將畫出一個完整的球體。通過不同的值修改,可以實現各種,不完整球體、球面。
例如:
THREE.SphereGeometry(2, 50, 50, Math.PI / 2, Math.PI)
(1/4 個球面)
球體的完整示例demo與效果:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <script type="text/javascript" src="./three.js"></script> <title>Document</title> </head> <body onload="init()"> <canvas id="mainCanvas" width="800px" height="600px"></canvas> </body> <script> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('mainCanvas') }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); var aspect = window.innerWidth / window.innerHeight; var camera = new THREE.OrthographicCamera(-2 * aspect, 2 * aspect, -1.5 * aspect, 1.5 * aspect, 1, 500); camera.position.set(200, 200, 200); scene.add(camera); camera.lookAt(new THREE.Vector3(0, 0, 0)); var cube = new THREE.Mesh(new THREE.SphereGeometry(2, 50, 50), new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }) ) scene.add(cube); renderer.render(scene, camera); } </script> </html>