直接复制到html格式即可打开查看效果
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>绘制曲线</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<!--引入three.js三维引擎-->
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
<!-- <script src="./three.js"></script> -->
<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>
<body>
<script>
var scene = new THREE.Scene();
var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry
//绘制圆形
var arc = new THREE.ArcCurve(0, 0, 100, 0, 2 * Math.PI);
//getPoints是基类Curve的方法,返回一个vector2对象作为元素组成的数组
var points = arc.getPoints(50);//分段数50,返回51个顶点
// setFromPoints方法从points中提取数据改变几何体的顶点属性vertices
geometry.setFromPoints(points);
//材质对象
var material = new THREE.LineBasicMaterial({
color: 0x000000
});
//线条模型对象
var line = new THREE.Line(geometry, material);
scene.add(line); //线条对象添加到场景中
var material = new THREE.LineBasicMaterial({
color: 0x0000ff,
});
//线条模型对象
var line = new THREE.Line(geometry, material);
scene.add(line); //线条对象添加到场景中
// var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry
// // // 三维样条曲线 Catmull-Rom算法
// // var curve = new THREE.CatmullRomCurve3([
// // new THREE.Vector3(-50, 20, 90),
// // new THREE.Vector3(-10, 40, 40),
// // new THREE.Vector3(0, 0, 0),
// // new THREE.Vector3(60, -60, 0),
// // new THREE.Vector3(70, 0, 80)
// // ]);
// var p1 = new THREE.Vector3(-80, 0, 0);
// var p2 = new THREE.Vector3(-40, 100, 0);
// var p3 = new THREE.Vector3(40, 100, 0);
// var p4 = new THREE.Vector3(80, 0, 0);
// // 三维三次贝赛尔曲线
// var curve = new THREE.CubicBezierCurve3(p1, p2, p3, p4);
// //getPoints是基类Curve的方法,返回一个vector3对象作为元素组成的数组
// var points = curve.getPoints(100); //分段数100,返回101个顶点
// // setFromPoints方法从points中提取数据改变几何体的顶点属性vertices
// geometry.setFromPoints(points);
// //材质对象
// var material = new THREE.LineBasicMaterial({
// color: 0x000000
// });
// //线条模型对象
// var line = new THREE.Line(geometry, material);
// scene.add(line); //线条对象添加到场景中
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
// var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
// camera.position.set(100, 100, 100); //设置相机位置
// camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 1000);
camera.lookAt(0, 0, 0)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
//执行渲染操作 指定场景、相机作为参数
renderer.render(scene, camera);
// 渲染函数
let T0 = new Date();//上次时间
function render() {
let T1 = new Date();//本次时间
let t = T1 - T0;//时间差
T0 = T1;//把本次时间赋值给上次时间
renderer.render(scene, camera);//执行渲染操作
// mesh.rotateY(0.001 * t);//每次绕y轴旋转0.01弧度
requestAnimationFrame(render);//请求再次执行渲染函数render
}
render();
var controls = new THREE.OrbitControls(camera, renderer.domElement);//创建控件对象
</script>
</body>
</html>