threejs模型輪廓發(fā)光
隨著計(jì)算機(jī)圖形學(xué)和虛擬現(xiàn)實(shí)技術(shù)的發(fā)展,threejs 成為了一個(gè)強(qiáng)大的工具,用于創(chuàng)建逼真的三維模型。其中,模型輪廓發(fā)光是一種常見的效果,可以增強(qiáng)模型的逼真度和視覺效果。本文將介紹如何使用threejs 實(shí)現(xiàn)模型輪廓發(fā)光。
首先,我們需要導(dǎo)入threejs 庫(kù)??梢酝ㄟ^在網(wǎng)頁(yè)中加載threejs 的文檔來實(shí)現(xiàn)這一點(diǎn)。例如,可以在HTML 文件中使用以下代碼來加載threejs 庫(kù):
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然后,我們可以使用threejs 的 geometry 類來創(chuàng)建模型。例如,可以使用以下代碼來創(chuàng)建一個(gè)立方體:
“`
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(1, 0, 0));
geometry.vertices.push(new THREE.Vector3(2, 0, 0));
geometry.vertices.push(new THREE.Vector3(3, 0, 0));
geometry.vertices.push(new THREE.Vector3(4, 0, 0));
geometry.vertices.push(new THREE.Vector3(1, 1, 0));
geometry.vertices.push(new THREE.Vector3(2, 1, 0));
geometry.vertices.push(new THREE.Vector3(3, 1, 0));
geometry.vertices.push(new THREE.Vector3(4, 1, 0));
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var cube = new THREE.Mesh(geometry, material);
“`
在上面的代碼中,我們創(chuàng)建了一個(gè)立方體,并添加了一些頂點(diǎn)。然后,我們使用threejs 的 material 類來設(shè)置立方體的顏色。
接下來,我們需要設(shè)置輪廓發(fā)光??梢允褂靡韵麓a來實(shí)現(xiàn)這一點(diǎn):
“`
var light = new THREE.DirectionalLight(0xffffff, 1.0, 0);
light.position.set(0, 0, 0);
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(1, 0, 0));
geometry.vertices.push(new THREE.Vector3(2, 0, 0));
geometry.vertices.push(new THREE.Vector3(3, 0, 0));
geometry.vertices.push(new THREE.Vector3(4, 0, 0));
geometry.vertices.push(new THREE.Vector3(1, 1, 0));
geometry.vertices.push(new THREE.Vector3(2, 1, 0));
geometry.vertices.push(new THREE.Vector3(3, 1, 0));
geometry.vertices.push(new THREE.Vector3(4, 1, 0));
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var cube = new THREE.Mesh(geometry, material);
light.forward = new THREE.Vector3(1, 0, 0);
light.right = new THREE.Vector3(0, 1, 0);
light.up = new THREE.Vector3(0, 0, 1);
cube.light = light;
cube.position.set(0, 0, 0);
“`
在上面的代碼中,我們?cè)O(shè)置了一個(gè)DirectionalLight 類,并設(shè)置了它的 position 屬性,以便它的位置在場(chǎng)景中。我們還設(shè)置了一些頂點(diǎn),并添加了一個(gè)MeshBasicMaterial 類,用于設(shè)置立方體的顏色。
最后,我們可以使用threejs 的渲染函數(shù)來渲染模型輪廓發(fā)光。可以使用以下代碼來實(shí)現(xiàn)這一點(diǎn):
“`
function render() {
requestAnimationFrame(render);
light.update();
light.forward.z = 10;
light.right.z = 10;
light.up.z = 10;
light.update();
cube.render(0, 0, 0);
}
render();
“`
在上面的代碼中,我們使用了requestAnimationFrame 函數(shù)來保證渲染不斷進(jìn)行。我們還設(shè)置了一些
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