在使用three.js 125版本之后的BufferGeometry中制作平面球体,可以按照以下步骤进行操作:
<script src="https://cdn.jsdelivr.net/npm/three@0.125.0/build/three.min.js"></script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const geometry = new THREE.BufferGeometry();
const radius = 5; // 球体半径
const widthSegments = 64; // 宽度分段数
const heightSegments = 64; // 高度分段数
const vertices = [];
const normals = [];
const uvs = [];
for (let phiIndex = 0; phiIndex <= heightSegments; phiIndex++) {
const phi = phiIndex * Math.PI / heightSegments;
for (let thetaIndex = 0; thetaIndex <= widthSegments; thetaIndex++) {
const theta = thetaIndex * 2 * Math.PI / widthSegments;
const x = radius * Math.sin(phi) * Math.cos(theta);
const y = radius * Math.cos(phi);
const z = radius * Math.sin(phi) * Math.sin(theta);
vertices.push(x, y, z);
normals.push(x, y, z);
uvs.push(theta / (2 * Math.PI), 1 - phi / Math.PI);
}
}
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); // 设置材质
const sphere = new THREE.Mesh(geometry, material); // 创建平面球体
scene.add(sphere); // 将平面球体添加到场景中
camera.position.z = 10; // 设置相机位置
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
以上就是在three.js 125版本之后的BufferGeometry中制作平面球体的完整步骤。在实际应用中,可以根据需要调整材质、分段数等参数以满足特定需求。
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