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threejs-learn's Introduction

Threejs

场景scene

场景能够让你在什么地方、摆放什么东西来交给three.js来渲染,这是你放置物体、灯光和摄像机的地方。

透视相机(PerspectiveCamera)

这一投影模式被用来模拟人眼所看到的景象,它是3D场景的渲染中使用得最普遍的投影模式。

轨道控制器(OrbitControls)

Orbit controls(轨道控制器)可以使得相机围绕目标进行轨道运动。 要使用这一功能,就像在/examples(示例)目录中的所有文件一样, 您必须在HTML中包含这个文件。

控制器阻尼

当.enableDamping设置为true的时候,阻尼惯性有多大。 Default is 0.05. 请注意,要使得这一值生效,你必须在你的动画循环里调用.update()。

AxesHelper

坐标轴辅助器,用于简单模拟3个坐标轴的对象 红色X轴,绿色Y轴,蓝色Z轴

Clock

该对象用于跟踪时间。如果performance.now可用,则clock对象通过该方法实现,否则使用欠精度的Date.now来实现

几何体顶点

了解 UV ,法向属性 点,线,面,构成几何体。 两个点可以构成一个线,三个点就可以构成一个面了。 每个物体,比如我们前面的cubeGeometry,都有attributes属性,里面有normal,position,uv属性等。 normal就是法向属性,position里面有顶点信息。 一个立方体6个面,一个面4个点,一个点是需要xyz三个坐标来表示,所以一个立方体的position会有24个点,array的值是72

BufferGeometry

面片、线或点几何体的有效表述。包括顶点位置,面片索引、法相量、颜色值、UV 坐标和自定义缓存属性值。使用 BufferGeometry 可以有效减少向 GPU 传输上述数据所需的开销。

贴图网站

  1. https://www.poliigon.com/
  2. https://3dtextures.me/
  3. https://www.arroway-textures.ch/

注册一个虚幻引擎账号:quixel bridge

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