three.js一步一步来--如何用线画出一个面--网格板子

网格板子~~~

<template>
  <div style="1000px; height:800px">
    <p>网格布局</p>
    <div ref="myBody" />
  </div>
</template>

<script>
import * as THREE from 'three'
import { OBJLoader, MTLLoader } from 'three-obj-mtl-loader'
// import MTLLoader from  'three-mtl-loader';
// import OBJLoader from  'three-obj-loader';
import { CSS2DRenderer, CSS2DObject } from 'three-css2drender'
// import { Geometry, Line } from 'three'
// import { Geometry, Material, Scene, WebGLBufferRenderer } from 'three';
// const OrbitControls = require('three-orbit-controls')(THREE);
export default {
  data() {
    return {
      scene: new THREE.Scene(), // 场景
      camera: new THREE.PerspectiveCamera(
        45,
        window.innerWidth / window.innerHeight,
        1,
        10000
      ), // 透视相机
      renderer: new THREE.WebGLRenderer(), // 渲染器
      geometry: new THREE.Geometry(), // 设置物体
      material: new THREE.LineBasicMaterial({ vertexColors: true }), // 设置材料
      cube: {}, // 合起來
      // 开始设置线条
      light: new THREE.DirectionalLight(0xff0000, 1.0, 0)
    }
  },
  mounted() {
    this.threeStart()
  },
  methods: {
    initThree() {
      var width = this.$refs.myBody.clientWidth
      var height = this.$refs.myBody.clientHeight
      console.log(width, height)
      this.renderer = new THREE.WebGLRenderer({ antialias: true })
      this.renderer.setSize(width, height)
      this.$refs.myBody.appendChild(this.renderer.domElement)
      this.renderer.setClearColor(0xffffff, 1.0)
    },
    initCamera() {
      this.camera = new THREE.PerspectiveCamera(45, 1.2, 1, 10000)
      this.camera.position.x = 0
      this.camera.position.y = 5000
      this.camera.position.z = 0
      this.camera.up.x = 0
      this.camera.up.y = 0
      this.camera.up.z = 1
      this.camera.lookAt(0, 0, 0)
    },
    initScene() {
      this.scene = new THREE.Scene()
    },
    initLight() {
      this.light = new THREE.DirectionalLight(0xff0000, 1.0, 0)
      this.light.position.set(100, 100, 200)
      this.scene.add(this.light)
    },
    initObject() {
      var geometry = new THREE.Geometry()
      // 在x轴上定义两个点p1(-500,0,0),p2(500,0,0)。
      geometry.vertices.push(new THREE.Vector3(-500, 0, 0))
      geometry.vertices.push(new THREE.Vector3(500, 0, 0))
      var myMaterial = new THREE.LineBasicMaterial({
        color: 0x000000,
        opacity: 0.2
      })
      for (var i = 0; i <= 20; i++) {
        var line = new THREE.Line(geometry, myMaterial)
        line.position.z = i * 50 - 500
        this.scene.add(line)
        var line1 = new THREE.Line(geometry, myMaterial)
        line1.position.x = i * 50 - 500
        line1.rotation.y = (90 * Math.PI) / 180
        this.scene.add(line1)
      }
    },
    threeStart() {
      this.initThree()
      this.initCamera()
      this.initScene()
      this.initLight()
      this.initObject()
      this.renderer.clear()
      this.renderer.render(this.scene, this.camera)
    },
    consoleObj() {
      console.log(THREE.REVISION)
      console.log(OBJLoader)
      console.log(MTLLoader)
      console.log(CSS2DRenderer)
      console.log(CSS2DObject)
    }
  }
}
</script>
<style lang="less" scoped>
#canvas_frame {
  border: none;
  cursor: pointer;
   100%;
  height: 600px;
  background-color: #eeeeee;
}
</style>