经过一系列点创建平滑的样条曲线
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<title>Threejs对象、曲线、三维</title>
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/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 创建网格模型
*/
//1 一条光滑样条曲线案例
var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry
// 三维样条曲线 Catmull-Rom算法
var curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-60, 20, 90),
new THREE.Vector3(-20, 50, 40),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(60, -50, 0),
new THREE.Vector3(70, 0, 90)
]);
//getPoints是基类Curve的方法,返回一个vector3对象作为元素组成的数组
var points = curve.getPoints(100); //分段数100,返回101个顶点
// setFromPoints方法从points中提取数据改变几何体的顶点属性vertices
geometry.setFromPoints(points);
//材质对象
var material = new THREE.LineBasicMaterial({
color: 0x000000
});
//线条模型对象
var line = new THREE.Line(geometry, material);
scene.add(line); //线条对象添加到场景中
<!-- //2 贝赛尔曲线 -->
<!-- var geometry2 = new THREE.Geometry(); //声明一个几何体对象Geometry -->
<!-- var p1 = new THREE.Vector3(-80, 0, 0); -->
<!-- var p2 = new THREE.Vector3(20, 100, 0); -->
<!-- var p3 = new THREE.Vector3(80, 0, 0); -->
<!-- // 三维二次贝赛尔曲线 -->
<!-- var curve2 = new THREE.QuadraticBezierCurve3(p1, p2, p3); -->
<!-- geometry2.setFromPoints(curve2); -->
<!-- var curve = new THREE.Line(geometry2, material2); -->
<!-- scene.add(curve2); //线条对象添加到场景中 -->
<!-- //3 二次贝赛尔参数p1、p4是起点,p2、p3是控制点,控制点不在曲线上。 -->
<!-- var p1 = new THREE.Vector3(-80, 0, 0); -->
<!-- var p2 = new THREE.Vector3(-40, 100, 0); -->
<!-- var p3 = new THREE.Vector3(40, 100, 0); -->
<!-- var p4 = new THREE.Vector3(80, 0, 0); -->
<!-- // 三维三次贝赛尔曲线 -->
<!-- var curve = new THREE.CubicBezierCurve3(p1, p2, p3, p4); -->
//4
var geometry = new THREE.Geometry(); //声明对象Geometry
// 绘制 U型轮廓
var R = 50;//圆弧半径
var arc = new THREE.ArcCurve(0, 0, R, 0, Math.PI, true);
// 半圆弧的一个端点作为直线的一个端点
var line1 = new THREE.LineCurve(new THREE.Vector2(R, 200, 0), new THREE.Vector2(R, 0, 0));
var line2 = new THREE.LineCurve(new THREE.Vector2(-R, 0, 0), new THREE.Vector2(-R, 200, 0));
// 创建组合曲线对象CurvePath
var CurvePath = new THREE.CurvePath();
// 把多个线条插入到CurvePath中
CurvePath.curves.push(line1, arc, line2);
//分段数200
var points = CurvePath.getPoints(200);
// setFromPoints方法从points中提取数据改变几何体的顶点属性vertices
geometry.setFromPoints(points);
//材质对象
var material = new THREE.LineBasicMaterial({
color: 0x000000
});
//线条模型对象
var line = new THREE.Line(geometry, material);
scene.add(line); //线条对象添加到场景中
/**
* 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
//执行渲染操作 指定场景、相机作为参数
renderer.render(scene, camera);
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