ExtrudeGeometry几何体介绍和使用
1.ExtrudeGeometry几何体介绍
ExtrudeGeometry可以使用一个二维图形创建出一个三维图形。创建ExtrudeGeometry几何体时可输入以下参数:
属性 | 必须 | 描述 |
---|---|---|
depth | 否 | 该属性指定图形可以拉伸多高,默认值是100 |
bevelThickness | 否 | 该属性指定斜角的厚度,默认值是6 |
bevelSize | 否 | 该属性指定斜角的高度。默认值是bevelThickness-2 |
bevelSegments | 否 | 该属性指定斜角的分段数,段数越多斜角越光滑,默认值是3 |
bevelEnabled | 否 | 该属性指定是否启用斜角,默认true |
curveSegments | 否 | 该属性指定拉伸曲线的分段数,段数越多曲线越光滑,默认值是12 |
steps | 否 | 该属性指定拉伸体被分成多少段,默认值是1 |
extrudePath | 否 | 该属性指定图形沿着什么路径拉伸,如果没有指定则沿着z轴拉伸 |
UVGenerator | 否 | 该属性提供了UV生成器函数的对象 |
2.demo说明
如上图,该示例支持以下功能
- 通过depth属性调整几何体拉伸的高度
- 通过bevelThickness属性指定斜角的厚度
- 通过bevelSize属性指定斜角的高度
- 通过bevelSegments属性指定斜角的分段数
- 通过bevelEnabled属性设置是否开启斜角
- 通过curveSegments属性指定拉伸曲线的分段数
- 通过steps属性指定拉伸体的分段数
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 v-if="item&&item.name!=undefined">
<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" @change="redraw"></el-slider>
</el-col>
<el-col :span="3">
<span class="vertice-span">{{item.value}}</span>
</el-col>
</div>
</div>
</el-row>
<el-row>
<el-checkbox v-model="properties.bevelEnabled" @change="redraw">bevelEnabled</el-checkbox>
</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: {
depth: {
name: 'depth',
value: 2,
min: 0,
max: 40,
step: 1
},
bevelThickness: {
name: 'bevelThickness',
value: 2,
min: 0,
max: 10,
step: 0.1
},
bevelSize: {
name: 'bevelSize',
value: 0.8,
min: 0,
max: 10,
step: 0.1
},
bevelSegments: {
name: 'bevelSegments',
value: 3,
min: 0,
max: 40,
step: 1
},
curveSegments: {
name: 'curveSegments',
value: 12,
min: 0,
max: 40,
step: 1
},
steps: {
name: 'steps',
value: 1,
min: 0,
max: 5,
step: 1
},
bevelEnabled: true
},
step: 0.01,
mesh: 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()
},
// 绘制图形
drawShape () {
// 创建基础形状
const shape = new THREE.Shape()
// 设置起始点
shape.moveTo(10, 10)
// 画线到新坐标
shape.lineTo(10, 40)
// 贝塞尔曲线
shape.bezierCurveTo(15, 25, 25, 25, 30, 40)
// 样条曲线
shape.splineThru([
new THREE.Vector2(32, 30),
new THREE.Vector2(28, 20),
new THREE.Vector2(30, 10)
])
// 底部二次曲线
shape.quadraticCurveTo(20, 15, 10, 10)
// 左眼
const hole1 = new THREE.Path()
hole1.absellipse(16, 24, 2, 3, 0, Math.PI * 2, true)
shape.holes.push(hole1)
// 右眼
const hole2 = new THREE.Path()
hole2.absellipse(23, 24, 2, 3, 0, Math.PI * 2, true)
shape.holes.push(hole2)
// 嘴巴
const hole3 = new THREE.Path()
hole3.absarc(20, 16, 2, 0, Math.PI, true)
shape.holes.push(hole3)
return shape
},
// 创建网格模型
createMesh () {
// 拉伸几何体配置项
const options = {
depth: this.properties.depth.value,
bevelThickness: this.properties.bevelThickness.value,
bevelSize: this.properties.bevelSize.value,
bevelSegments: this.properties.bevelSegments.value,
bevelEnabled: this.properties.bevelEnabled,
curveSegments: this.properties.curveSegments.value,
steps: this.properties.steps.value
}
// 创建拉伸几何体
const geom = new THREE.ExtrudeGeometry(this.drawShape(), options)
geom.applyMatrix4(new THREE.Matrix4().makeTranslation(-30, -10, 0))
// 创建材质
const meshMaterial = new THREE.MeshNormalMaterial({
flatShading: false,
transparent: true,
opacity: 0.5
})
// 创建网格对象
this.mesh = new THREE.Mesh(geom, meshMaterial)
// 网格对象添加到场景中
this.scene.add(this.mesh)
},
// 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)
},
// 重新绘制
redraw () {
this.scene.remove(this.mesh)
this.createMesh()
},
render () {
this.mesh.rotation.y = this.step += 0.01
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>