效果:
ExtrudeGeometry 构造器
ExtrudeGeometry(shapes : Array, options : Object)
shapes — 形状或者一个包含形状的数组。
options — 一个包含有下列参数的对象:
curveSegments — int,曲线上点的数量,默认值是12。
steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。
depth — float,挤出的形状的深度,默认值为100。
bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。
bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。
bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。
bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.
bevelSegments — int。斜角的分段层数,默认值为3。
extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。Bevels not supported for path extrusion.
UVGenerator — Object。提供了UV生成器函数的对象。
该对象将一个二维形状挤出为一个三维几何体。
当使用这个几何体创建Mesh的时候,如果你希望分别对它的表面和它挤出的侧面使用单独的材质,你可以使用一个材质数组。
第一个材质将用于其表面;第二个材质则将用于其挤压出的侧面。
代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>拉伸成型</title>
<script src="../three.js"></script>
<script src="../OrbitControls.js"></script>
</head>
<body>
<script>
// 1,创建场景
var scene = new THREE.Scene();
// 2,创建形状模型
// 2.1,创建点
var points = [
new THREE.Vector2(0,0),
new THREE.Vector2(20,0),
new THREE.Vector2(20,20),
new THREE.Vector2(0,20),
new THREE.Vector2(0,0),
];
// 2.2 创建形状轨迹
var shape = new THREE.Shape(points);
var points = [
new THREE.Vector3(0,0,0),
new THREE.Vector3(50,50,50),
new THREE.Vector3(110,-50,120),
new THREE.Vector3(200,50,210),
];
var path = new THREE.SplineCurve3(points);
// 2.3 创建形状模型
var extrudeSettings = {
depth:300,
extrudePath: path,
steps:150,
bevelEnabled : false,
bevelThickness: 30
}
var geometry = new THREE.ExtrudeGeometry(shape,extrudeSettings);
var material = new THREE.MeshPhongMaterial({color: 0x55aaff});
// var material = new THREE.MeshPhongMaterial({
// color: 0x0000ff,
// side: THREE.DoubleSide //两面可见
// }); //材质对象
var mesh = new THREE.Mesh(geometry, material); //网格模型对象
scene.add(mesh);
// 3,创建环境光对象
var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
// 4,创建相机对象
var width = window.innerWidth;
var height = window.innerHeight;
var k = width / height;
var s = 200;
var camera = new THREE.OrthographicCamera(-s*k,s*k,s,-s,-1000,1000);
camera.position.set(200,300,200);
camera.lookAt(scene.position);
// 5,创建渲染器对象
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width,height);
document.body.appendChild(renderer.domElement);
function render(){
renderer.render(scene,camera);
}
var axes = new THREE.AxesHelper(500);
scene.add(axes);
var controls = new THREE.OrbitControls(camera,renderer.domElement);
controls.addEventListener('change',render);
render();
</script>
</body>
</html>