1.ThreeBSP方法介绍
目前我们创建几何体都是一次单独创建一个。实际上我们有一个库专门用来对网格对象进行相交、联合和相减的操作,这个库就是THREEBSP,我们通过它可以更加高效的创建出想要的三维图形,这个库提供了以下三个方法:
名称 | 描述 |
---|---|
intersect(相交) | 该函数可以把两个几何体相交的部分创建出新的几何体,即两个几何体相互交叠的地方就是新的几何体 |
union(联合) | 该函数可以将两个几何体联合在一起创建出新的几何体。 |
subtract(相减) | 该函数与union函数相反,通过这个函数可以在第一个几何体中减去两个几何体交叠的部分,从而创建出新的几何体 |
2.ThreeBSP方法使用步骤
2.1ThreeBSP库引入
示例中使用的threebsp.js库是为了满足在vue中使用,稍稍做了调整。引入时要先引入THREE然后在引入threebsp.js库中的getThreeBSP 方法,这里给大家一个下载链,如果需要请点击这里下载threebsp.js
引入过程如下:
import * as THREE from 'three'
import getThreeBSP from './threebsp.js'
注意:
1.库文件与工作文件在同一目录下
2.2使用二元操作方法
在使用该库中的方法时,首先要调用getThreeBSP方法与THREE绑定,才能调用库中的方法,具体操作如下
const ThreeBSP = getThreeBSP(THREE)//获取库中二元操作的方法
const sphereGeometry = new THREE.SphereGeometry(14, 20, 20)
const cubeGeometry = new THREE.BoxGeometry(30, 30, 15)
const meshMaterial1 = new THREE.MeshLambertMaterial({
color: 0x7777ff
})
const meshMaterial2 = new THREE.MeshLambertMaterial({
color: 0xff77ff
})
this.cube = new THREE.Mesh(cubeGeometry, meshMaterial2)
this.cube.position.set(
this.properties.cubeX.value,
this.properties.cubeY.value,
this.properties.cubeZ.value
)
this.cube.scale.set(
this.properties.cubeScale.value,
this.properties.cubeScale.value,
this.properties.cubeScale.value
)
this.sphere = new THREE.Mesh(sphereGeometry, meshMaterial1)
this.sphere.position.set(
this.properties.sphereX.value,
this.properties.sphereY.value,
this.properties.sphereZ.value
)
this.sphere.scale.set(
this.properties.sphereScale.value,
this.properties.sphereScale.value,
this.properties.sphereScale.value
)
const bsp1 = new ThreeBSP(this.cube)
const bsp2 = new ThreeBSP(this.sphere)
let result = null
switch (this.properties.operateType) {
case 'intersect':
result = bsp1.intersect(bsp2)
break
case 'union':
result = bsp1.union(bsp2)
break
case 'subtract':
result = bsp1.subtract(bsp2)
break
}
this.lastResultMesh = result.toMesh()
this.lastResultMesh.geometry.computeFaceNormals()
this.lastResultMesh.geometry.computeVertexNormals()
this.scene.add(this.lastResultMesh)
3.demo说明
如上图,该示例可以调整球体和方块的x轴、y轴、z轴和缩放比例,并通过operateType
属性决定做相交、联合还是相减操作
4.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-col :span="8" class="label-col"><label>operateType</label></el-col>
<el-col :span="16">
<el-select v-model="properties.operateType" placeholder="请选择" @change="reDraw">
<el-option v-for="item in typeOptions" :key="item.value" :label="item.label" :value="item.value">
</el-option>
</el-select>
</el-col>
</el-row>
</section>
</div>
</div>
</template>
<script>
import * as THREE from 'three'
import getThreeBSP from './threebsp.js'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
data() {
return {
properties: {
cubeX: {
name: 'cubeX',
value: 0,
min: -100,
max: 100,
step: 1
},
cubeY: {
name: 'cubeY',
value: 0,
min: -100,
max: 100,
step: 1
},
cubeZ: {
name: 'cubeZ',
value: 0,
min: -100,
max: 100,
step: 1
},
cubeScale: {
name: 'cubeScale',
value: 1,
min: -10,
max: 10,
step: 1
},
sphereX: {
name: 'sphereX',
value: 0,
min: -100,
max: 100,
step: 1
},
sphereY: {
name: 'sphereY',
value: 0,
min: -100,
max: 100,
step: 1
},
sphereZ: {
name: 'sphereZ',
value: 0,
min: -100,
max: 100,
step: 1
},
sphereScale: {
name: 'sphereScale',
value: 1,
min: -10,
max: 10,
step: 1
},
operateType: 'intersect'
},
typeOptions: [
{
value: 'intersect',
label: 'intersect'
},
{
value: 'union',
label: 'union'
},
{
value: 'subtract',
label: 'subtract'
}
],
lastResultMesh: 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() {
const ThreeBSP = getThreeBSP(THREE)
const sphereGeometry = new THREE.SphereGeometry(14, 20, 20)
const cubeGeometry = new THREE.BoxGeometry(30, 30, 15)
const meshMaterial1 = new THREE.MeshLambertMaterial({
color: 0x7777ff
})
const meshMaterial2 = new THREE.MeshLambertMaterial({
color: 0xff77ff
})
this.cube = new THREE.Mesh(cubeGeometry, meshMaterial2)
this.cube.position.set(
this.properties.cubeX.value,
this.properties.cubeY.value,
this.properties.cubeZ.value
)
this.cube.scale.set(
this.properties.cubeScale.value,
this.properties.cubeScale.value,
this.properties.cubeScale.value
)
this.sphere = new THREE.Mesh(sphereGeometry, meshMaterial1)
this.sphere.position.set(
this.properties.sphereX.value,
this.properties.sphereY.value,
this.properties.sphereZ.value
)
this.sphere.scale.set(
this.properties.sphereScale.value,
this.properties.sphereScale.value,
this.properties.sphereScale.value
)
const bsp1 = new ThreeBSP(this.cube)
const bsp2 = new ThreeBSP(this.sphere)
let result = null
switch (this.properties.operateType) {
case 'intersect':
result = bsp1.intersect(bsp2)
break
case 'union':
result = bsp1.union(bsp2)
break
case 'subtract':
result = bsp1.subtract(bsp2)
break
}
this.lastResultMesh = result.toMesh()
this.lastResultMesh.geometry.computeFaceNormals()
this.lastResultMesh.geometry.computeVertexNormals()
this.scene.add(this.lastResultMesh)
},
// 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)
},
// 重绘图形
reDraw() {
this.scene.remove(this.lastResultMesh)
this.createMesh()
},
render() {
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;
}
.label-col {
padding: 8px 5px 8px 12px;
}
</style>