拉伸几何体有两种使用方式,一种是配置extrudePath,一种是不配置extrudePath 。该属性指定图形沿着什么路径(THREE.CurvePath)拉伸。如果没有指定,则图形沿着z轴拉伸更直观的理解见下文。
一、不配置extrudePath
中文手册给的也是这种,我就直接放中文手册的案例了;
在extrudeSettings 没有配置extrudePath这一项。
var length = 12, width = 8;
var shape = new THREE.Shape();
shape.moveTo( 0,0 );
shape.lineTo( 0, width );
shape.lineTo( length, width );
shape.lineTo( length, 0 );
shape.lineTo( 0, 0 );
var extrudeSettings = {
steps: 2,
depth: 16,
bevelEnabled: true,
bevelThickness: 1,
bevelSize: 1,
bevelSegments: 1
};
var geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var mesh = new THREE.Mesh( geometry, material ) ;
scene.add( mesh );
这种出来的就是垂直于shape面,直直的向一个方向拉伸depth的距离,形成一个几何体。如下图,shape分别为正方形,三角形,圆形,向上拉伸不同depth。
二、配置extrudePath
第二种我当时也折腾了半天
手册写的说要用CurvePath对象
let value = this.linePointList;
let curvePath = new THREE.CurvePath();
for (let i = 0; i < value.length - 1; i++) {
let curve3 = new THREE.LineCurve3(value[i], value[i + 1]);
curvePath.add(curve3);
}
let extrudeSettings = {
steps: 200,
bevelEnabled: true,
bevelThickness: 100,
extrudePath: curvePath,
};
var pts = [];
const thickness = 2;
const dept = 60;
pts.push(new THREE.Vector2(0, -0.5 * thickness));
pts.push(new THREE.Vector2(-dept, -0.5 * thickness));
pts.push(new THREE.Vector2(-dept, 0.5 * thickness));
pts.push(new THREE.Vector2(0, 0.5 * thickness));
var shape = new THREE.Shape(pts);
var geometry = new THREE.ExtrudeBufferGeometry(shape, extrudeSettings);
var material2 = new THREE.MeshLambertMaterial({
color: 0xe0e0e0,
wireframe: false,
});
var mesh = new THREE.Mesh(geometry, material2);
curvePath是“W"形状的curve曲线,shape则是侧面的
shape:框出来的那个面