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Use threejs to create geometry, dynamically add geometry, delete geometry, and add coordinate axes
2022-07-05 04:00:00 【Zuo Ben】
1, Introduce
This example uses r95 edition Three.js library . You will create a scene and add geometry , Add geometry dynamically , Delete Geometry , Get all objects in the scene , Add axis . The renderings are as follows :


The introduction of the file :
three.js // threejs It's based on WebGL API Advanced based on API
dat.gui.js // dat.GUI Provide operation interface , Easy to debug
OrbitControls.js // Track controller , Used to control the rotation and translation of objects in the scene
Description of main components :
The camera : Decide what needs to be rendered on the screen
Renderers : Based on camera and scene , Call the underlying layer api Perform drawing work
object : They are the main rendered objects , Like a square 、 sphere , Axis
2, Sample source code :
<!DOCTYPE html>
<html>
<head>
<title> Use threejs Create geometry and add axes </title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<script type="text/javascript" src="../libs/OrbitControls.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="dom"></div>
<script type="text/javascript">
var camera;
var renderer;
function init() {
// Create a scene , It will contain all our elements , Like an object , Cameras and lights .
var scene = new THREE.Scene();
// Create a camera , It defines where we are looking
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// Aim the camera at the center of the scene
camera.position.x = 10;
camera.position.y = 50;
camera.position.z = 90;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// Create a renderer and set the size ,WebGLRenderer The computer graphics card will be used to render the scene
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
// Setting up the renderer requires shadow effects
renderer.shadowMapEnabled = true;
// Display the coordinate axis on the screen
var axes = new THREE.AxisHelper(100);
scene.add(axes);
// Add planes to the scene
var plane = createPlaneGeometryBasicMaterial();
scene.add(plane);
// Add the cube to the scene
var cube = createBoxGeometryBasicMaterial();
scene.add(cube);
// Add a sphere to the scene
var sphere = createSphereGeometryLambertMaterial();
scene.add(sphere);
// Add the output of the renderer to HTML Elements
document.getElementById("dom").appendChild(renderer.domElement);
// Use GUI Debug library
var controls = new function () {
this.numberOfObjects = scene.children.length;
// Randomly generate a cube
this.addCube = function () {
// Add the cube to the scene
scene.add(createBoxGeometryLambertMaterial());
// Update the number of objects in the interface
this.numberOfObjects = scene.children.length;
};
// Remove objects from the scene , Remove the last object added to the scene
this.removeCube = function () {
// Get all objects in the scene
var allChildren = scene.children;
var lastObject = allChildren[allChildren.length - 1];
// Remove only THREE.Mesh object
if (lastObject instanceof THREE.Mesh && lastObject != plane && lastObject != cube && lastObject != sphere) {
scene.remove(lastObject);
// Update the number of objects in the interface
this.numberOfObjects = scene.children.length;
}
};
// Print all objects in the scene
this.outputObjects = function () {
console.log(scene.children);
}
};
var gui = new dat.GUI();
// Add event
gui.add(controls, 'addCube');
gui.add(controls, 'removeCube');
gui.add(controls, 'outputObjects');
// Listening variables
gui.add(controls, 'numberOfObjects').listen();
// Start animation
renderScene();
// Create a cube of random size and color
function createBoxGeometryLambertMaterial() {
var cubeSize = Math.ceil((Math.random() * 3));
// Create a cube and set the size
var cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
// MeshBasicMaterial Set the material
var cubeMaterial = new THREE.MeshBasicMaterial({
color: Math.random() * 0xffffff,
wireframe: true // linear
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// Set the object to cast shadows
cube.castShadow = true;
// Set the name of the cube
cube.name = "cube-" + scene.children.length;
// Set cube position
cube.position.x = -30 + Math.round((Math.random() * 60));
cube.position.y = Math.round((Math.random() * 5));
cube.position.z = -20 + Math.round((Math.random() * 20));
return cube;
}
// Create a cube of base material
function createBoxGeometryBasicMaterial() {
// Create a cube and set the size
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000,
wireframe: true // linear
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// Set cube position
cube.position.x = -10;
cube.position.y = 3;
cube.position.z = 0;
return cube;
}
// Create a plane
function createPlaneGeometryBasicMaterial() {
// Create the ground plane and set the size
var planeGeometry = new THREE.PlaneGeometry(100, 70);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xcccccc
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// Set the plane position and rotate
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
return plane;
}
// Create a spherical geometry
function createSphereGeometryLambertMaterial() {
// Create a sphere
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({
color: 0x7777ff,
wireframe: true // linear
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// Location range
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
return sphere;
}
function renderScene() {
orbit.update();
// Use requestAnimationFrame Function to render
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// Rendered scenes
renderer.render(scene, camera);
}
window.onload = init;
// Modify the scene as the form changes
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Listen for form resizing events
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
If you need a complete code, please leave a message or contact me on wechat :1171053128
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