TubeGeometry管状几何体介绍和使用
1.TubeGeometry管状几何体介绍
TubeGeometry可以沿着一条三维样条曲线拉伸出一根管子。可以通过指定顶点来定义路径。创建TubeGeometry管道几何体时可输入以下参数:
属性 | 必须 | 描述 |
---|---|---|
path | 是 | 该属性用一个THREE.SplineCurve对象来指定管道遵循的路径 |
segments | 否 | 该属性指定管道的分段数,路径越长指定的段数应该越多,默认值是64 |
radius | 否 | 该属性指定管道的半径,默认值是1 |
radiusSegments | 否 | 该属性指定管道截面的分段数,段数越多管道看上去越光滑,默认值是8 |
closed | 否 | 该属性来设置管道是否收尾连接,默认值false |
创建管道几何体TubeGeometry的方式如下:
const points = []
//随机生成点
for (let i = 0; i < this.properties.numberOfPoints.value; i++) {
const randomX = -20 + Math.round(Math.random() * 50)
const randomY = -15 + Math.round(Math.random() * 40)
const randomZ = -20 + Math.round(Math.random() * 40)
points.push(new THREE.Vector3(randomX, randomY, randomZ))
}
// 创建管状几何体
const geom = new THREE.TubeGeometry(
new THREE.SplineCurve3(points), //创建样条曲线
segments,//管道的分段数
radius,//管道半径
radiusSegments,//管道截面圆的分段数
closed//是否头尾连接
)
2.demo说明
如上图,该示例支持以下功能
- 通过numOfPoints属性调整创建管状几何体的路径需要的点的数量
- 通过segments属性指定管道的分段数
- 通过radius属性指定管道半径
- 通过radiusSegments属性指定管道截面圆的分段数
- 通过closed属性设置管状几何体是否收尾相连
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(item.name)"></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.closed" @change="redraw">closed</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: {
numberOfPoints: {
name: 'numberOfPoints',
value: 7,
min: 2,
max: 15,
step: 1
},
segments: {
name: 'segments',
value: 120,
min: 0,
max: 200,
step: 1
},
radius: {
name: 'radius',
value: 2,
min: 0,
max: 20,
step: 0.1
},
radiusSegments: {
name: 'radiusSegments',
value: 22,
min: 0,
max: 100,
step: 1
},
closed: false
},
points: [],
isNeedChangePoints: true,
step: 1,
spGroup: null,
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()
},
// 创建网格模型
createMesh() {
if (this.isNeedChangePoints) {
this.generatePoints() //初始化点集
}
this.isNeedChangePoints = false
// 创建管状几何体
const geom = new THREE.TubeGeometry(
new THREE.SplineCurve3(this.points), //创建样条曲线
this.properties.segments.value,
this.properties.radius.value,
this.properties.radiusSegments.value,
this.properties.closed
)
// 创建材质
const meshMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff00,
transparent: true,
opacity: 0.2
})
const wireFrameMat = new THREE.MeshBasicMaterial({ wireframe: true })
// 创建网格对象
this.mesh = SceneUtils.createMultiMaterialObject(geom, [
meshMaterial,
wireFrameMat
])
// 网格对象添加到场景中
this.scene.add(this.mesh)
},
generatePoints() {
this.points = []
//生成指定数量的点
for (let i = 0; i < this.properties.numberOfPoints.value; i++) {
const randomX = -20 + Math.round(Math.random() * 50)
const randomY = -15 + Math.round(Math.random() * 40)
const randomZ = -20 + Math.round(Math.random() * 40)
this.points.push(new THREE.Vector3(randomX, randomY, randomZ))
}
this.spGroup = new THREE.Group()
const material = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: false
})
// 根据每个点创建mesh对象并添加到场景
this.points.forEach(point => {
const spGeom = new THREE.SphereGeometry(0.2)
const spMesh = new THREE.Mesh(spGeom, material)
spMesh.position.copy(point)
this.spGroup.add(spMesh)
})
// 点集添加到场景
this.scene.add(this.spGroup)
return this.points
},
// 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(attributeName) {
debugger
if (attributeName === 'numberOfPoints') {
this.scene.remove(this.spGroup)
this.generatePoints()
}
this.scene.remove(this.mesh)
this.createMesh()
},
render() {
this.spGroup.rotation.y = this.step
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>