three.js学习笔记二
1.场景相关好函数/属性
Scene.Add();//在场景中添加物体 Scene.Remove();//从场景中移除物体 Scene.Children;//返回一个场景中所有对象的列表,包括相机和光源 Scene.getChildByName(name);//利用name属性,获得场景中某个特定的物体
Scene.traverse(function);//children属性返回场景中所有子对象的列表。通过此函数,我们同样可以传入一个回调函数访问这些子对象
Scene.overrideMaterial;//强制场景中所有的物体都是用相同的材质
2.Geometries//几何图形
通用方法: var geometry = new THREE.xxxGeometry( 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} ); var xxx= new THREE.Mesh( geometry, material ); scene.add( xxx); 属性:.parameters 获取方法:xxx.geometry.parameters
1.平面:PlaneGeometry PlaneGeometry(width, height, widthSegments, heightSegments) 2.方块:BoxGeometry BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) 3.圆:CircleGeometry CircleGeometry(radius, segments, thetaStart, thetaLength) 4.圆锥体:ConeGeometry ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) 5.圆柱体:CylinderGeometry CylinderGeometry(radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded, thetaStart, thetaLength) 6.十二面体:DodecahedronGeometry DodecahedronGeometry(radius, detail) 7.二十面体:IcosahedronGeometry IcosahedronGeometry(radius, detail) 8.八面体:OctahedronGeometry OctahedronGeometry(radius, detail) 9.环形:RingGeometry RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) 10.球体:ShapeGeometry SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) 11.四面体:TetrahedronGeometry TetrahedronGeometry(radius, detail) 12.圆环:TorusGeometry TorusGeometry(radius, tube, radialSegments, tubularSegments, arc) 13.环面扭结体:TorusKnotGeometry
TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q)
3.网格对象的函数和属性
创建一个网格需要一个几何体,以及一个或者多个材质。
position:位置,决定该对象相对于其父对象的位置。多数情况下,一个对象的父对象是THREE.Scene()对象
rotation:旋转,设置对象绕着任何一个轴的旋转弧度
scale:比例,沿着x,y,z轴缩放对象 。大于1对象变大
position/rotation/scale使用方法相同
使用方法:1.直接设置坐标 xx.position.x = value
2.一次性设置 xx.position.set(x,y,z);
3.position属性是一个THREE.Vector3对象 xx.position = new THREE.Vector3(x,y,z)
translateX/Y/Z:沿X/Y/Z轴将对象平移指定的位置
未完待续...
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