系列博文-Three.js入门指南(张雯莉)-静态demo和three.js功能概览
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系列博文-Three.js入门指南(张雯莉)-静态demo和three.js功能概览
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一:一個(gè)最簡單的靜態(tài)DEMO
//body加載完后觸發(fā)init() //WebGL的渲染是需要HTML5 Canvas元素的,你可以手動(dòng)在HTML的<body>部分中定義Canvas元素,或者讓Three.js幫你生成。這兩種選擇一般沒有多大差別,我們在此手動(dòng)在HTML中定義: <body οnlοad="init()"><canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> <script>function init() {var renderer = new THREE.WebGLRenderer({canvas: document.getElementById('mainCanvas')});renderer.setClearColor(0x000000); var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, 4 / 3, 1, 1000);camera.position.set(0, 0, 5);scene.add(camera); var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 2, 3),new THREE.MeshBasicMaterial({color: 0xff0000}));scene.add(cube); renderer.render(scene, camera); }</script>二:Three.js功能概覽
Cameras(照相機(jī),控制投影方式)CameraOrthographicCameraPerspectiveCameraCore(核心對象)BufferGeometryClock(用來記錄時(shí)間)EventDispatcherFace3Face4GeometryObject3DProjectorRaycaster(計(jì)算鼠標(biāo)拾取物體時(shí)很有用的對象)Lights(光照)LightAmbientLightAreaLightDirectionalLightHemisphereLightPointLightSpotLightLoaders(加載器,用來加載特定文件)LoaderBinaryLoaderGeometryLoaderImageLoaderJSONLoaderLoadingMonitorSceneLoaderTextureLoaderMaterials(材質(zhì),控制物體的顏色、紋理等)MaterialLineBasicMaterialLineDashedMaterialMeshBasicMaterialMeshDepthMaterial Cameras(照相機(jī),控制投影方式)CameraOrthographicCameraPerspectiveCameraCore(核心對象)BufferGeometryClock(用來記錄時(shí)間)EventDispatcherFace3Face4GeometryObject3DProjectorRaycaster(計(jì)算鼠標(biāo)拾取物體時(shí)很有用的對象)Lights(光照)LightAmbientLightAreaLightDirectionalLightHemisphereLightPointLightSpotLightLoaders(加載器,用來加載特定文件)LoaderBinaryLoaderGeometryLoaderImageLoaderJSONLoaderLoadingMonitorSceneLoaderTextureLoaderMaterials(材質(zhì),控制物體的顏色、紋理等)MaterialLineBasicMaterialLineDashedMaterialMeshBasicMaterialMeshDepthMaterialMeshFaceMaterialMeshLambertMaterialMeshNormalMaterialMeshPhongMaterialParticleBasicMaterialParticleCanvasMaterialParticleDOMMaterialShaderMaterialSpriteMaterialMath(和數(shù)學(xué)相關(guān)的對象)Box2Box3ColorFrustumMathMatrix3Matrix4PlaneQuaternionRaySphereSplineTriangleVector2Vector3Vector4Objects(物體)BoneLineLODMesh(網(wǎng)格,最常用的物體)MorphAnimMeshParticleParticleSystemRibbonSkinnedMeshSpriteRenderers(渲染器,可以渲染到不同對象上)CanvasRendererWebGLRenderer(使用WebGL渲染,這是本書中最常用的方式)WebGLRenderTargetWebGLRenderTargetCubeWebGLShaders(著色器,在最后一章作介紹)Renderers / RenderablesRenderableFace3RenderableFace4RenderableLineRenderableObjectRenderableParticleRenderableVertexScenes(場景)FogFogExp2SceneTextures(紋理)CompressedTextureDataTextureTextureExtrasFontUtilsGeometryUtilsImageUtilsSceneUtilsExtras / AnimationAnimationAnimationHandlerAnimationMorphTargetKeyFrameAnimationExtras / CamerasCombinedCameraCubeCameraExtras / CoreCurveCurvePathGyroscopePathShapeExtras / Geometries(幾何形狀)CircleGeometryConvexGeometryCubeGeometryCylinderGeometryExtrudeGeometryIcosahedronGeometryLatheGeometryOctahedronGeometryParametricGeometryPlaneGeometryPolyhedronGeometryShapeGeometrySphereGeometryTetrahedronGeometryTextGeometryTorusGeometryTorusKnotGeometryTubeGeometryExtras / HelpersArrowHelperAxisHelperCameraHelperDirectionalLightHelperHemisphereLightHelperPointLightHelperSpotLightHelperExtras / ObjectsImmediateRenderObjectLensFlareMorphBlendMeshExtras / Renderers / PluginsDepthPassPluginLensFlarePluginShadowMapPluginSpritePluginExtras / ShadersShaderFlaresShaderSprite 22 1.3 Three.js功能概覽 Cameras(照相機(jī),控制投影方式)CameraOrthographicCameraPerspectiveCameraCore(核心對象)BufferGeometryClock(用來記錄時(shí)間)EventDispatcherFace3Face4GeometryObject3DProjectorRaycaster(計(jì)算鼠標(biāo)拾取物體時(shí)很有用的對象)Lights(光照)LightAmbientLightAreaLightDirectionalLightHemisphereLightPointLightSpotLightLoaders(加載器,用來加載特定文件)LoaderBinaryLoaderGeometryLoaderImageLoaderJSONLoaderLoadingMonitorSceneLoaderTextureLoaderMaterials(材質(zhì),控制物體的顏色、紋理等)MaterialLineBasicMaterialLineDashedMaterialMeshBasicMaterialMeshDepthMaterialMeshFaceMaterialMeshLambertMaterialMeshNormalMaterialMeshPhongMaterialParticleBasicMaterialParticleCanvasMaterialParticleDOMMaterialShaderMaterialSpriteMaterialMath(和數(shù)學(xué)相關(guān)的對象)Box2Box3ColorFrustumMathMatrix3Matrix4PlaneQuaternionRaySphereSplineTriangleVector2Vector3Vector4Objects(物體)BoneLineLODMesh(網(wǎng)格,最常用的物體)MorphAnimMeshParticleParticleSystemRibbonSkinnedMeshSpriteRenderers(渲染器,可以渲染到不同對象上)CanvasRendererWebGLRenderer(使用WebGL渲染,這是本書中最常用的方式)WebGLRenderTargetWebGLRenderTargetCubeWebGLShaders(著色器,在最后一章作介紹)Renderers / RenderablesRenderableFace3RenderableFace4RenderableLineRenderableObjectRenderableParticleRenderableVertexScenes(場景)FogFogExp2SceneTextures(紋理)CompressedTextureDataTextureTextureExtrasFontUtilsGeometryUtilsImageUtilsSceneUtilsExtras / AnimationAnimationAnimationHandlerAnimationMorphTargetKeyFrameAnimationExtras / CamerasCombinedCameraCubeCameraExtras / CoreCurveCurvePathGyroscopePathShapeExtras / Geometries(幾何形狀)CircleGeometryConvexGeometryCubeGeometryCylinderGeometryExtrudeGeometryIcosahedronGeometryLatheGeometryOctahedronGeometryParametricGeometryPlaneGeometryPolyhedronGeometryShapeGeometrySphereGeometryTetrahedronGeometryTextGeometryTorusGeometryTorusKnotGeometryTubeGeometryExtras / HelpersArrowHelperAxisHelperCameraHelperDirectionalLightHelperHemisphereLightHelperPointLightHelperSpotLightHelperExtras / ObjectsImmediateRenderObjectLensFlareMorphBlendMeshExtras / Renderers / PluginsDepthPassPluginLensFlarePluginShadowMapPluginSpritePluginExtras / Shaders Cameras(照相機(jī),控制投影方式)CameraOrthographicCameraPerspectiveCameraCore(核心對象)BufferGeometryClock(用來記錄時(shí)間)EventDispatcherFace3Face4GeometryObject3DProjectorRaycaster(計(jì)算鼠標(biāo)拾取物體時(shí)很有用的對象)Lights(光照)LightAmbientLightAreaLightDirectionalLightHemisphereLightPointLightSpotLightLoaders(加載器,用來加載特定文件)LoaderBinaryLoaderGeometryLoaderImageLoaderJSONLoaderLoadingMonitorSceneLoaderTextureLoaderMaterials(材質(zhì),控制物體的顏色、紋理等)MaterialLineBasicMaterialLineDashedMaterialMeshBasicMaterialMeshDepthMaterialMeshFaceMaterialMeshLambertMaterialMeshNormalMaterialMeshPhongMaterialParticleBasicMaterialParticleCanvasMaterialParticleDOMMaterialShaderMaterialSpriteMaterialMath(和數(shù)學(xué)相關(guān)的對象)Box2Box3ColorFrustumMathMatrix3Matrix4PlaneQuaternionRaySphereSplineTriangleVector2Vector3Vector4Objects(物體)BoneLineLODMesh(網(wǎng)格,最常用的物體)MorphAnimMeshParticleParticleSystemRibbonSkinnedMeshSpriteRenderers(渲染器,可以渲染到不同對象上)CanvasRendererWebGLRenderer(使用WebGL渲染,這是本書中最常用的方式)WebGLRenderTargetWebGLRenderTargetCubeWebGLShaders(著色器,在最后一章作介紹)Renderers / RenderablesRenderableFace3RenderableFace4RenderableLineRenderableObjectRenderableParticleRenderableVertexScenes(場景)FogFogExp2SceneTextures(紋理)CompressedTextureDataTextureTextureExtrasFontUtilsGeometryUtilsImageUtilsSceneUtilsExtras / AnimationAnimationAnimationHandlerAnimationMorphTargetKeyFrameAnimationExtras / CamerasCombinedCameraCubeCameraExtras / CoreCurveCurvePathGyroscopePathShapeExtras / Geometries(幾何形狀)CircleGeometryConvexGeometryCubeGeometryCylinderGeometryExtrudeGeometryIcosahedronGeometryLatheGeometryOctahedronGeometryParametricGeometryPlaneGeometryPolyhedronGeometryShapeGeometrySphereGeometryTetrahedronGeometryTextGeometryTorusGeometryTorusKnotGeometryTubeGeometryExtras / HelpersArrowHelperAxisHelperCameraHelperDirectionalLightHelperHemisphereLightHelperPointLightHelperSpotLightHelperExtras / ObjectsImmediateRenderObjectLensFlareMorphBlendMeshExtras / Renderers / PluginsDepthPassPluginLensFlarePluginShadowMapPluginSpritePluginExtras / ShadersShaderFlaresShaderSprite?
轉(zhuǎn)載于:https://www.cnblogs.com/cndotabestdota/p/5746009.html
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