參考:
//建立場景物件
var scene = new three.scene();
// 平面
var plane = function(u, v, target)
// 旋轉拋物面 z = a2*(x2+y2)
var paraboloid = function(u,v, target)
var planegeometry = new three.parametricgeometry(plane, 10, 10);
//var planegeometry = new three.parametricgeometry(paraboloid, 10, 10);
var planematerial = new three.meshphongmaterial();
// 線條模式渲染
planematerial.wireframe = true;
var planemesh = new three.mesh(planegeometry, planematerial);
scene.add(planemesh);
// 旋轉造型
var points = [
new three.vector2(50,60),
new three.vector2(25,0),
new three.vector2(50,-60)
];var pointsgeometry = new three.lathegeometry(points, 30);
var pointsmaterial = new three.meshphongmaterial();
pointsmaterial.wireframe = true;
var pointsmesh = new three.mesh(pointsgeometry, pointsmaterial);
pointsmesh.translatex(300);
pointsmesh.translatey(150);
scene.add(pointsmesh);
var shape = new three.shape();
var points = [//定位定點
new three.vector2(50,60),
new three.vector2(25,0),
new three.vector2(50,-60)
];// 頂點帶入樣條插值計算函式
shape.splinethru(points);
// 插值計算細分數20
var splinepoints = shape.getpoints(20);
var splinegeometry = new three.lathegeometry(splinepoints, 30);
var splinematerial = new three.meshphongmaterial();
var splinemesh = new three.mesh(splinegeometry, splinematerial);
splinemesh.translatex(-300);
splinemesh.translatey(-200);
scene.add(splinemesh);
//環境光
var ambient=new three.ambientlight(0x444444);
scene.add(ambient);
var width = window.innerwidth;
var height = window.innerheight;
//視窗寬高比
var k = width / height;
//三維場景縮放係數
var s = 150;
//建立相機物件
var camera = new three.orthographiccamera(-s * k, s * k, s, -s, 1, 1000);
//設定相機位置
camera.position.set(200, 300, 200);
//設定相機方向(指向的場景物件)
camera.lookat(scene.position);
// 建立渲染器物件
var renderer = new three.webglrenderer();
renderer.setsize(width, height);
//設定背景顏色
renderer.setclearcolor(0xb9d3ff, 1);
//執行渲染操作
renderer.render(scene, camera);
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