每日见闻之Three.js 官方demo 学习Buffergeometry

js 复制代码
<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - buffergeometry</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
	</head>
	<body>

		<div id="container"></div>
		<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from 'three/addons/libs/stats.module.js';

			let container, stats;

			let camera, scene, renderer;

			let mesh;

			init();
			animate();

			function init() {

				container = document.getElementById( 'container' );

				//

				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
				camera.position.z = 2750;

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x050505 );
				scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );

				//

				scene.add( new THREE.AmbientLight( 0xcccccc ) );

				const light1 = new THREE.DirectionalLight( 0xffffff, 1.5 );
				light1.position.set( 1, 1, 1 );
				scene.add( light1 );

				const light2 = new THREE.DirectionalLight( 0xffffff, 4.5 );
				light2.position.set( 0, - 1, 0 );
				scene.add( light2 );

				//

				const triangles = 160000;

				const geometry = new THREE.BufferGeometry();

				const positions = [];
				const normals = [];
				const colors = [];

				const color = new THREE.Color();

				const n = 800, n2 = n / 2;	// triangles spread in the cube
				const d = 12, d2 = d / 2;	// individual triangle size

				const pA = new THREE.Vector3();
				const pB = new THREE.Vector3();
				const pC = new THREE.Vector3();

				const cb = new THREE.Vector3();
				const ab = new THREE.Vector3();

				for ( let i = 0; i < triangles; i ++ ) {

					// positions

					const x = Math.random() * n - n2;
					const y = Math.random() * n - n2;
					const z = Math.random() * n - n2;

					const ax = x + Math.random() * d - d2;
					const ay = y + Math.random() * d - d2;
					const az = z + Math.random() * d - d2;

					const bx = x + Math.random() * d - d2;
					const by = y + Math.random() * d - d2;
					const bz = z + Math.random() * d - d2;

					const cx = x + Math.random() * d - d2;
					const cy = y + Math.random() * d - d2;
					const cz = z + Math.random() * d - d2;

					positions.push( ax, ay, az );
					positions.push( bx, by, bz );
					positions.push( cx, cy, cz );

					// flat face normals

					pA.set( ax, ay, az );
					pB.set( bx, by, bz );
					pC.set( cx, cy, cz );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					cb.normalize();

					const nx = cb.x;
					const ny = cb.y;
					const nz = cb.z;

					normals.push( nx, ny, nz );
					normals.push( nx, ny, nz );
					normals.push( nx, ny, nz );

					// colors

					const vx = ( x / n ) + 0.5;
					const vy = ( y / n ) + 0.5;
					const vz = ( z / n ) + 0.5;

					color.setRGB( vx, vy, vz );

					const alpha = Math.random();

					colors.push( color.r, color.g, color.b, alpha );
					colors.push( color.r, color.g, color.b, alpha );
					colors.push( color.r, color.g, color.b, alpha );

				}

				function disposeArray() {

					this.array = null;

				}

				geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ).onUpload( disposeArray ) );
				geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ).onUpload( disposeArray ) );
				geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 4 ).onUpload( disposeArray ) );

				geometry.computeBoundingSphere();

				const material = new THREE.MeshPhongMaterial( {
					color: 0xd5d5d5, specular: 0xffffff, shininess: 250,
					side: THREE.DoubleSide, vertexColors: true, transparent: true
				} );

				mesh = new THREE.Mesh( geometry, material );
				scene.add( mesh );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				container.appendChild( renderer.domElement );

				//

				stats = new Stats();
				container.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				const time = Date.now() * 0.001;

				mesh.rotation.x = time * 0.25;
				mesh.rotation.y = time * 0.5;

				renderer.render( scene, camera );

				stats.update();

			}

		</script>

	</body>
</html>

Buffergeometry 主要就是下面这个三个参数

const positions = \[\]; 顶点坐标 每三个点是一个坐标 每三个坐标是一个三角形 也就是一个顶点

js 复制代码
//计算每一个三角形的三个顶点的坐标
const x = Math.random() * n - n2;
const y = Math.random() * n - n2;
const z = Math.random() * n - n2;
const ax = x + Math.random() * d - d2;
const ay = y + Math.random() * d - d2;
const az = z + Math.random() * d - d2;

const bx = x + Math.random() * d - d2;
const by = y + Math.random() * d - d2;
const bz = z + Math.random() * d - d2;

const cx = x + Math.random() * d - d2;
const cy = y + Math.random() * d - d2;
const cz = z + Math.random() * d - d2;

positions.push( ax, ay, az );
positions.push( bx, by, bz );
positions.push( cx, cy, cz );	

const normals = \[\]; 法向量 每个坐标点需要对应一个法向量 这个法向量是用来表示跟上面的三角形垂直的方向。

js 复制代码
//计算法向量的代码
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );

const colors = \[\];每一个坐标点对应一个颜色,三角形中的颜色通过渐变计算得出

js 复制代码
//计算三角形每个顶点对应的颜色 三角形 三个角 所以push 3次
const vx = ( x / n ) + 0.5;
const vy = ( y / n ) + 0.5;
const vz = ( z / n ) + 0.5;

color.setRGB( vx, vy, vz );

const alpha = Math.random();

colors.push( color.r, color.g, color.b, alpha );
colors.push( color.r, color.g, color.b, alpha );
colors.push( color.r, color.g, color.b, alpha );

stats 统计性能的工具

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