three.js自定义BufferGeometry几何体绘制变径管道 改进
1.井轨迹 THREE.CatmullRomCurve3对象
如: new THREE.CatmullRomCurve3(
[
[0,0,0],
[0,-600,0],
[0,-1000,0]
].map(el => new THREE.Vector3(…el)))
2.井深-半径数组 ,二维数组
如: [
// [井深,半径],
[0,10],
[200,10],
[400,40],
[600,30],
[1000,30]
]
3.半径值域 如 [0,50]
4.线性映射值域 如 [20,200]
/**
* @author icecream
* @version 1.0.0
* @description 绘制变径管道
* @param curve 井轨迹, Type -> THREE.CatmullRomCurve3 必需
* @param aveRadius 半径数组, Type -> [[井侧深:Number,半径:Number],...] 必需
* @param valuesArr 半径值域, Type -> [半径值域最小值:Number,半径值域最大值:Number] 必需
* @param mapValuesArr 半径线性映射值域, Type -> [半径线性映射值域最小值:Number,半径线性映射值域最大值:Number] 必需
* @param segments 管道截面分段, Type -> 分段数:Number default:10 非必须
*/
THREE.VolatilePipe = function (curve, aveRadius, valuesArr, mapValuesArr, segments) {
var frames = compute(curve, aveRadius, valuesArr, mapValuesArr, segments)
console.log(frames)
var geo = new THREE.BufferGeometry();
geo.setIndex(frames.indices);
geo.addAttribute('position', new THREE.Float32BufferAttribute(frames.vertices, 3));
geo.computeVertexNormals();
return geo
}
THREE.VolatilePipe.prototype.constructor = THREE.VolatilePipe
function compute(curve, radiusArr, valuesArr, mapValuesArr, spl) {
var Y = new THREE.Vector3(0, 1, 0);
var spl = spl || 10;
var angle = 2 * Math.PI / spl;
var len = radiusArr.length; // 数组长度
var wellLength = curve.getLength();
var vertices = [];
var indices = [];
vertices = radiusArr.map(function (v, i) {
var back = [];
var point = curve.getPointAt(Math.abs(v[0] / wellLength));
var _length = THREE.Math.mapLinear(v[1], valuesArr[0], valuesArr[1], mapValuesArr[0], mapValuesArr[1]); // 半径长度线性映射
var tangent = curve.getTangentAt(Math.abs(v[0] / wellLength)); // 切线 即 截面法线
var normal = new THREE.Vector3();
const angle1 = tangent.angleTo(Y)
if (angle1 < Math.PI / 36 || (Math.PI - angle1) < 36)
normal.set(1, 0, 0).setLength(_length);
else
normal.crossVectors(tangent, Y).setLength(_length);
back = back.concat(normal.clone().add(point).toArray());
for (var j = 0; j < spl - 1; j++) { // last version : (...; j < spl; ...) 顶点复用
normal.applyAxisAngle(tangent, angle);
back = back.concat(normal.clone().add(point).toArray());
}
return back;
}).reduce((pre, cur) => pre.concat(cur), []);
// 计算faces
for (var _i = 0; _i < len - 1; _i++) {
var _t = _i * spl; // 0 4 8
for (var _j = 0; _j < spl; _j++) { // 0,1,2,3
indices.push(_t + _j + spl, (_j === spl - 1) ? _t + _j + 1 : _t + _j + spl + 1, (_j === spl - 1) ? _t : _t + _j + 1);
indices.push(_t + _j, _t + spl + _j, (_j === spl - 1) ? _t : _t + _j + 1);
}
}
return {
vertices,
indices
}
}
demo:
var curve = new THREE.CatmullRomCurve3([[0,0,0],[0,-600,0],[0,-1000,0]].map(el=>new THREE.Vector3(...el))),
valuesArr = [0,50],//[200,500],
mapValuesArr = [20,200];
var _geo = new THREE.VolatilePipe(curve,[[0,10],[200,10],[400,40],[600,30],[1000,30]],valuesArr,mapValuesArr)
_materialData = new THREE.MeshPhongMaterial({
color:0xffff00,
side:THREE.DoubleSide
});
var _mesh = new THREE.Mesh(_geo, _materialData)
scene.add(_mesh)
效果图:
ps:后来发现可以在threejs中tubegeomerty的源码基础上做修改也能画出变径管道,参考:变径管道的再次改进