threejs模型轮廓发光
随着计算机图形学和虚拟现实技术的发展,threejs 成为了一个强大的工具,用于创建逼真的三维模型。其中,模型轮廓发光是一种常见的效果,可以增强模型的逼真度和视觉效果。本文将介绍如何使用threejs 实现模型轮廓发光。
首先,我们需要导入threejs 库。可以通过在网页中加载threejs 的文档来实现这一点。例如,可以在HTML 文件中使用以下代码来加载threejs 库:
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然后,我们可以使用threejs 的 geometry 类来创建模型。例如,可以使用以下代码来创建一个立方体:
“`
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);
“`
在上面的代码中,我们创建了一个立方体,并添加了一些顶点。然后,我们使用threejs 的 material 类来设置立方体的颜色。
接下来,我们需要设置轮廓发光。可以使用以下代码来实现这一点:
“`
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);
“`
在上面的代码中,我们设置了一个DirectionalLight 类,并设置了它的 position 属性,以便它的位置在场景中。我们还设置了一些顶点,并添加了一个MeshBasicMaterial 类,用于设置立方体的颜色。
最后,我们可以使用threejs 的渲染函数来渲染模型轮廓发光。可以使用以下代码来实现这一点:
“`
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();
“`
在上面的代码中,我们使用了requestAnimationFrame 函数来保证渲染不断进行。我们还设置了一些
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