Three.js使用ExtrudeGeometry拉伸模型

Three.js使用ExtrudeGeometry拉伸模型

Three.js坐标系

坐标系分为左手坐标系和右手坐标系,Three.js采用右手坐标系。
在这里插入图片描述

ExtrudeGeometry拉伸模型

Three.js新建Plane后,图形会生成在XY面,然后沿着Z轴拉伸。测试例子向-Z轴拉伸。

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <title>第一个three.js文件_WebGL三维场景</title>
    <style>
      body {
        margin: 0;
        overflow: hidden;
        /* 隐藏body窗口区域滚动条 */
      }
    </style>
    <script src="../three.js-master/build/three.js"></script>
    <script src="../three.js-master/examples/js/controls/OrbitControls.js"></script>
  </head>

  <body>
    <script>
      /**
       * 创建场景对象Scene
       */
      var scene = new THREE.Scene();

      var shape = new THREE.Shape();
      /**四条直线绘制一个矩形轮廓*/
      shape.moveTo(0, 0); //起点
      shape.lineTo(0, 100); //第2点
      shape.lineTo(100, 100); //第3点
      shape.lineTo(100, 0); //第4点
      shape.lineTo(0, 0); //第5点
      var geometry = new THREE.ExtrudeGeometry( //拉伸造型
        shape, //二维轮廓
        //拉伸参数
        {
          depth: -20, //拉伸长度
          bevelEnabled: false, //无倒角
        }
      );
      var material = new THREE.MeshBasicMaterial({
        color: 0x0000ff,
      });
      const plane = new THREE.Mesh(geometry, material);
      scene.add(plane);

      // 平行光
      directionalLight = new THREE.DirectionalLight(0xffffff);

      // 平行光配置
      directionalLight.position.set(-40, 60, -10);
      directionalLight.castShadow = true;
      directionalLight.shadow.camera.near = 20;
      directionalLight.shadow.camera.far = 200;
      directionalLight.shadow.camera.left = -50;
      directionalLight.shadow.camera.right = 50;
      directionalLight.shadow.camera.top = 50;
      directionalLight.shadow.camera.bottom = -50;

      // 距离和强度
      directionalLight.distance = 0;
      directionalLight.intensity = 0.5;

      // 设置阴影的分辨率
      directionalLight.shadow.mapSize.width = 1024;
      directionalLight.shadow.mapSize.height = 1024;

      scene.add(directionalLight);

      //环境光
      var ambient = new THREE.AmbientLight(0x444444);
      scene.add(ambient);

      // 辅助坐标系  参数250表示坐标系大小,可以根据场景大小去设置
      var axisHelper = new THREE.AxesHelper(250);
      scene.add(axisHelper);
      const cameraHelper = new THREE.CameraHelper(
        directionalLight.shadow.camera
      );
      // scene.add(cameraHelper);

      /**
       * 相机设置
       */
      var width = window.innerWidth; //窗口宽度
      var height = window.innerHeight; //窗口高度
      var k = width / height; //窗口宽高比
      var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
      //创建相机对象
      var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
      camera.position.set(200, 300, 200); //设置相机位置
      camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
      /**
       * 创建渲染器对象
       */
      var renderer = new THREE.WebGLRenderer();
      renderer.setSize(width, height); //设置渲染区域尺寸
      renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
      document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
      renderer.shadowMap.enabled = true;
      //执行渲染操作   指定场景、相机作为参数
      // renderer.render(scene, camera);
      function render() {
        renderer.render(scene, camera); //执行渲染操作
        // mesh.rotateY(0.01);//每次绕y轴旋转0.01弧度
        requestAnimationFrame(render); //请求再次执行渲染函数render
      }
      render();
      var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
    </script>
  </body>
</html>


在这里插入图片描述

沿Y轴拉伸图形

如果需要沿着XZ平面,向Y轴拉伸。则使用plane.rotation.x = Math.PI / 2 旋转图形即可。

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <title>第一个three.js文件_WebGL三维场景</title>
    <style>
      body {
        margin: 0;
        overflow: hidden;
        /* 隐藏body窗口区域滚动条 */
      }
    </style>
    <script src="../three.js-master/build/three.js"></script>
    <script src="../three.js-master/examples/js/controls/OrbitControls.js"></script>
  </head>

  <body>
    <script>
      /**
       * 创建场景对象Scene
       */
      var scene = new THREE.Scene();

      var shape = new THREE.Shape();
      /**四条直线绘制一个矩形轮廓*/
      shape.moveTo(0, 0); //起点
      shape.lineTo(0, 100); //第2点
      shape.lineTo(100, 100); //第3点
      shape.lineTo(100, 0); //第4点
      shape.lineTo(0, 0); //第5点
      var geometry = new THREE.ExtrudeGeometry( //拉伸造型
        shape, //二维轮廓
        //拉伸参数
        {
          depth: -20, //拉伸长度
          bevelEnabled: false, //无倒角
        }
      );
      var material = new THREE.MeshBasicMaterial({
        color: 0x0000ff,
      });
      const plane = new THREE.Mesh(geometry, material);
      plane.rotation.x = Math.PI / 2;
      scene.add(plane);

      // 平行光
      directionalLight = new THREE.DirectionalLight(0xffffff);

      // 平行光配置
      directionalLight.position.set(-40, 60, -10);
      directionalLight.castShadow = true;
      directionalLight.shadow.camera.near = 20;
      directionalLight.shadow.camera.far = 200;
      directionalLight.shadow.camera.left = -50;
      directionalLight.shadow.camera.right = 50;
      directionalLight.shadow.camera.top = 50;
      directionalLight.shadow.camera.bottom = -50;

      // 距离和强度
      directionalLight.distance = 0;
      directionalLight.intensity = 0.5;

      // 设置阴影的分辨率
      directionalLight.shadow.mapSize.width = 1024;
      directionalLight.shadow.mapSize.height = 1024;

      scene.add(directionalLight);

      //环境光
      var ambient = new THREE.AmbientLight(0x444444);
      scene.add(ambient);

      // 辅助坐标系  参数250表示坐标系大小,可以根据场景大小去设置
      var axisHelper = new THREE.AxesHelper(250);
      scene.add(axisHelper);
      const cameraHelper = new THREE.CameraHelper(
        directionalLight.shadow.camera
      );
      // scene.add(cameraHelper);

      /**
       * 相机设置
       */
      var width = window.innerWidth; //窗口宽度
      var height = window.innerHeight; //窗口高度
      var k = width / height; //窗口宽高比
      var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
      //创建相机对象
      var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
      camera.position.set(200, 300, 200); //设置相机位置
      camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
      /**
       * 创建渲染器对象
       */
      var renderer = new THREE.WebGLRenderer();
      renderer.setSize(width, height); //设置渲染区域尺寸
      renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
      document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
      renderer.shadowMap.enabled = true;
      //执行渲染操作   指定场景、相机作为参数
      // renderer.render(scene, camera);
      function render() {
        renderer.render(scene, camera); //执行渲染操作
        // mesh.rotateY(0.01);//每次绕y轴旋转0.01弧度
        requestAnimationFrame(render); //请求再次执行渲染函数render
      }
      render();
      var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
    </script>
  </body>
</html>

在这里插入图片描述

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