Threejs_line

经过一系列点创建平滑的样条曲线
在这里插入图片描述

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>Threejs对象、曲线、三维</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
      /* 隐藏body窗口区域滚动条 */
    }
  </style>
  <!--引入three.js三维引擎-->
  <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script>
  <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
 <script src="http://www.yanhuangxueyuan.com/threejs/build/three.min.js"></script>
    <!--<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
  <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>
  <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/STLLoader.js"></script>-->
  <!-- <script src="./three.js"></script> -->
  <!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>

<body>
  <script>
    /**
     * 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);
	
	
  </script>
</body>
</html>
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