简介
THREE.TubeGeometry
可以沿着一条三维的样式曲线(THREE.CatmullRomCurve3
对象)拉伸出一根管。
最简单实现
var tubeGeometry = new THREE.TubeGeometry(path,segments,radius,radiusSegments,closed);
相关参数说明
属性 | 是否必需 | 描述 |
---|---|---|
path | 是 | 该属性用一个THREE.CatmullRomCurve3 对象来指定THREE.TubeGeometry 对象应当遵循的路径 |
segments | 否 | 该属性指定构建这个THREE.TubeGeometry 对象所用的分段数。默认值为64。路径越长,指定的分段数应该越多 |
radius | 否 | 该属性指定THREE.TubeGeometry 对象的半径。默认值为1 |
radiusSegments | 否 | 该属性指定THREE.TubeGeometry 对象圆周的分段数。默认值为8。分段数越多,越圆滑 |
colosed | 否 | 如果该属性设为true,THREE.TubeGeometry 头和尾部会连接起来。默认值为false。 |
案例代码
案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-12/47.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
</head>
<body onload="draw();">
</body>
<script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/QuickHull.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/geometries/ConvexGeometry.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script>
<script>
var renderer;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.set(0, 0, 100);
}
var scene;
function initScene() {
scene = new THREE.Scene();
}
var light;
function initLight() {
scene.add(new THREE.AmbientLight(0x404040));
light = new THREE.DirectionalLight(0xffffff);
light.position.set(1,1,1);
scene.add(light);
}
function initModel() {
var shape = new THREE.ShapeGeometry(drawShape());
var material = new THREE.MeshPhongMaterial({color:0xff00ff});
material.side = THREE.DoubleSide;//设置成两面都可见
var mesh = new THREE.Mesh(shape,material);
scene.add(mesh);
/*此方法是创建两种纹理的方法
* var shape = new THREE.ShapeGeometry(drawShape());
var mesh = createMesh(shape);
scene.add(mesh);
* */
}
//初始化性能插件
var stats;
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
var controls;
function initControls() {
controls = new THREE.OrbitControls( camera, renderer.domElement );
// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
controls.autoRotate = false;
//设置相机距离原点的最远距离
controls.minDistance = 20;
//设置相机距离原点的最远距离
controls.maxDistance = 160;
//是否开启右键拖拽
controls.enablePan = true;
}
//生成gui设置配置项
var gui,spGroup,tubeMesh;
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
numberOfPoints:5,
segments:64,
radius:1,
radiusSegments:8,
closed:false,
points: [],
newPoints:function () {
//生成一些随机点放置到数组当中
var points = [];
for (var i = 0; i < gui.numberOfPoints; i++) {
var randomX = -20 + Math.round(Math.random() * 50);
var randomY = -15 + Math.round(Math.random() * 40);
var randomZ = -20 + Math.round(Math.random() * 40);
points.push(new THREE.Vector3(randomX, randomY, randomZ));
}
gui.points = points;
gui.redraw();
},
redraw:function () {
//清楚掉场景中原来的模型对象
scene.remove(spGroup);
scene.remove(tubeMesh);
//重新绘制模型
generatePoints(gui.points, gui.segments, gui.radius, gui.radiusSegments, gui.closed);
}
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.add(gui, 'newPoints');
datGui.add(gui, 'numberOfPoints', 2, 15).step(1).onChange(gui.newPoints);
datGui.add(gui, 'segments', 0, 200).step(1).onChange(gui.redraw);
datGui.add(gui, 'radius', 0, 10).onChange(gui.redraw);
datGui.add(gui, 'radiusSegments', 0, 100).step(1).onChange(gui.redraw);
datGui.add(gui, 'closed').onChange(gui.redraw);
gui.newPoints();
}
//通过配置项绘制出几何体
function generatePoints(points, segments, radius, radiusSegments, closed) {
spGroup = new THREE.Object3D(); //赋值spGroup存储模型点的3d对象
var material = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: false}); //声明一个红色普通纹理
//将所有的顶点创建出球形存储到spGroup内
points.forEach(function (point) {
var spGeom = new THREE.SphereGeometry(0.2);
var spMesh = new THREE.Mesh(spGeom, material);
spMesh.position.copy(point);
spGroup.add(spMesh);
});
// 将spGroup对象添加到场景当中
scene.add(spGroup);
// THREE.CatmullRomCurve3方法可以将一组顶点生成一条平滑的曲线
var tubeGeometry = new THREE.TubeGeometry(new THREE.CatmullRomCurve3(points), segments, radius, radiusSegments, closed);
//将模型对象赋值给tubeMesh并添加到场景当中
tubeMesh = createMesh(tubeGeometry);
scene.add(tubeMesh);
}
function createMesh(geom) {
// 创建两个纹理
//创建一个透明纹理
var meshMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00, transparent: true, opacity: 0.3});
//创建一个线框纹理
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true;
// 使用纹理和几何体创建模型
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);
return mesh;
}
function render() {
renderer.render( scene, camera );
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
//更新控制器
controls.update();
render();
//更新性能插件
stats.update();
requestAnimationFrame(animate);
}
function draw() {
initRender();
initScene();
initCamera();
initLight();
//initModel();
initControls();
initStats();
initGui();
animate();
window.onresize = onWindowResize;
}
</script>
</html>