PlaneGeometry几何体介绍和使用
1.PlaneGeometry几何体介绍
PlaneGeometry可以用来创建非常简单的矩形,创建这种几何体非常简单,const geom = new THREE.PlaneGeometry(width, height, widthSegments, heightSegments)
按照如上语句便可以创建一个简单的二维矩形平面,接下来介绍一下它的常用属性
属性 | 必须 | 描述 |
---|---|---|
width | 是 | 该属性指定矩形的宽度 |
height | 是 | 该属性指定矩形的高度 |
widthSegments | 否 | 该属性指定矩形的宽度应该分成几段 |
heightSegments | 否 | 该属性指定矩形的高度应该分成几段 |
2.demo说明
如上图,该示例支持以下功能
- 通过width属性调整平面的宽度
- 通过height属性调整平面的高度
- 通过widthSegments属性调整平面宽度分的段数
- 通过heightSegments属性调整平面高度分的段数
3.demo代码
<template>
<div>
<div id="container"></div>
<div class="controls-box">
<section>
<el-row>
<div v-for="(item,key) in properties" :key="key">
<div>
<el-col :span="8">
<span class="vertice-span">{{item.name}}</span>
</el-col>
<el-col :span="13">
<el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip"></el-slider>
</el-col>
<el-col :span="3">
<span class="vertice-span">{{item.value}}</span>
</el-col>
</div>
</div>
</el-row>
</section>
</div>
</div>
</template>
<script>
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { SceneUtils } from 'three/examples/jsm/utils/SceneUtils.js'
export default {
data() {
return {
properties: {
width: {
name: 'width',
value: 10,
min: 0,
max: 40,
step: 1
},
height: {
name: 'height',
value: 14,
min: 0,
max: 40,
step: 1
},
widthSegments: {
name: 'widthSeg',
value: 4,
min: 0,
max: 20,
step: 1
},
heightSegments: {
name: 'heightSeg',
value: 4,
min: 0,
max: 20,
step: 1
}
},
plane: null,
camera: null,
scene: null,
renderer: null,
controls: null
}
},
mounted() {
this.init()
},
methods: {
formatTooltip(val) {
return val
},
// 初始化
init() {
this.createScene() // 创建场景
this.createMesh() // 创建网格模型
this.createLight() // 创建光源
this.createCamera() // 创建相机
this.createRender() // 创建渲染器
this.createControls() // 创建控件对象
this.render() // 渲染
},
// 创建场景
createScene() {
this.scene = new THREE.Scene()
},
// 创建网格模型
createMesh() {
//创建平面几何体
const geom = new THREE.PlaneGeometry(
this.properties.width.value,
this.properties.height.value,
Math.round(this.properties.widthSegments.value),
Math.round(this.properties.heightSegments.value)
)
// 创建材质
const meshMaterial = new THREE.MeshNormalMaterial()
meshMaterial.side = THREE.DoubleSide
const wireFrameMat = new THREE.MeshBasicMaterial()
wireFrameMat.wireframe = true
// 平面添加组合材质
this.plane = SceneUtils.createMultiMaterialObject(geom, [
meshMaterial,
wireFrameMat
])
// 平面对象添加到场景中
this.scene.add(this.plane)
},
// 创建光源
createLight() {
// 环境光
const ambientLight = new THREE.AmbientLight(0xffffff, 0.1) // 创建环境光
this.scene.add(ambientLight) // 将环境光添加到场景
const spotLight = new THREE.SpotLight(0xffffff) // 创建聚光灯
spotLight.position.set(-40, 60, -10)
spotLight.castShadow = true
this.scene.add(spotLight)
},
// 创建相机
createCamera() {
const element = document.getElementById('container')
const width = element.clientWidth // 窗口宽度
const height = element.clientHeight // 窗口高度
const k = width / height // 窗口宽高比
// PerspectiveCamera( fov, aspect, near, far )
this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)
this.camera.position.set(-80, 60, 40) // 设置相机位置
this.camera.lookAt(new THREE.Vector3(10, 0, 0)) // 设置相机方向
this.scene.add(this.camera)
},
// 创建渲染器
createRender() {
const element = document.getElementById('container')
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
this.renderer.shadowMap.enabled = true // 显示阴影
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色
element.appendChild(this.renderer.domElement)
},
// 更新属性
updateFun() {
const tempRotationY = this.plane.rotation.y
/* this.plane.children[0].geometry.parameters.width = this.properties.width.value
this.plane.children[0].geometry.parameters.height = this.properties.height.value
this.plane.children[0].geometry.parameters.widthSegments = this.properties.widthSegments.value
this.plane.children[0].geometry.parameters.heightSegments = this.properties.heightSegments.value */
this.scene.remove(this.plane)
this.createMesh()
this.plane.rotation.y += tempRotationY + 0.01
},
render() {
this.updateFun()
this.renderer.render(this.scene, this.camera)
requestAnimationFrame(this.render)
},
// 创建控件对象
createControls() {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
}
}
}
</script>
<style>
#container {
position: absolute;
width: 100%;
height: 100%;
}
.controls-box {
position: absolute;
right: 5px;
top: 5px;
width: 300px;
padding: 10px;
background-color: #fff;
border: 1px solid #c3c3c3;
}
.vertice-span {
line-height: 38px;
padding: 0 2px 0 10px;
}
</style>