使用vue学习three.js之高级几何体-拉伸体ExtrudeGeometry

ExtrudeGeometry几何体介绍和使用

1.ExtrudeGeometry几何体介绍

ExtrudeGeometry可以使用一个二维图形创建出一个三维图形。创建ExtrudeGeometry几何体时可输入以下参数:

属性 必须 描述
depth 该属性指定图形可以拉伸多高,默认值是100
bevelThickness 该属性指定斜角的厚度,默认值是6
bevelSize 该属性指定斜角的高度。默认值是bevelThickness-2
bevelSegments 该属性指定斜角的分段数,段数越多斜角越光滑,默认值是3
bevelEnabled 该属性指定是否启用斜角,默认true
curveSegments 该属性指定拉伸曲线的分段数,段数越多曲线越光滑,默认值是12
steps 该属性指定拉伸体被分成多少段,默认值是1
extrudePath 该属性指定图形沿着什么路径拉伸,如果没有指定则沿着z轴拉伸
UVGenerator 该属性提供了UV生成器函数的对象

2.demo说明

在这里插入图片描述

如上图,该示例支持以下功能

  1. 通过depth属性调整几何体拉伸的高度
  2. 通过bevelThickness属性指定斜角的厚度
  3. 通过bevelSize属性指定斜角的高度
  4. 通过bevelSegments属性指定斜角的分段数
  5. 通过bevelEnabled属性设置是否开启斜角
  6. 通过curveSegments属性指定拉伸曲线的分段数
  7. 通过steps属性指定拉伸体的分段数

3.demo代码

<template>
  <div>
    <div id="container"></div>
    <div class="controls-box">
      <section>
        <el-row>
          <div v-for="(item,key) in properties" :key="key">
            <div v-if="item&&item.name!=undefined">
              <el-col :span="8">
                <span class="vertice-span">{
    
    {
    
    item.name}}</span>
              </el-col>
              <el-col :span="13">
                <el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" @change="redraw"></el-slider>
              </el-col>
              <el-col :span="3">
                <span class="vertice-span">{
    
    {
    
    item.value}}</span>
              </el-col>
            </div>
          </div>
        </el-row>
        <el-row>
          <el-checkbox v-model="properties.bevelEnabled" @change="redraw">bevelEnabled</el-checkbox>
        </el-row>
      </section>
    </div>
  </div>
</template>

<script>
import * as THREE from 'three'
import {
    
     OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import {
    
     SceneUtils } from 'three/examples/jsm/utils/SceneUtils.js'
export default {
    
    
  data () {
    
    
    return {
    
    
      properties: {
    
    
        depth: {
    
    
          name: 'depth',
          value: 2,
          min: 0,
          max: 40,
          step: 1
        },
        bevelThickness: {
    
    
          name: 'bevelThickness',
          value: 2,
          min: 0,
          max: 10,
          step: 0.1
        },
        bevelSize: {
    
    
          name: 'bevelSize',
          value: 0.8,
          min: 0,
          max: 10,
          step: 0.1
        },
        bevelSegments: {
    
    
          name: 'bevelSegments',
          value: 3,
          min: 0,
          max: 40,
          step: 1
        },
        curveSegments: {
    
    
          name: 'curveSegments',
          value: 12,
          min: 0,
          max: 40,
          step: 1
        },
        steps: {
    
    
          name: 'steps',
          value: 1,
          min: 0,
          max: 5,
          step: 1
        },
        bevelEnabled: true
      },
      step: 0.01,
      mesh: null,
      camera: null,
      scene: null,
      renderer: null,
      controls: null
    }
  },
  mounted () {
    
    
    this.init()
  },
  methods: {
    
    
    formatTooltip (val) {
    
    
      return val
    },
    // 初始化
    init () {
    
    
      this.createScene() // 创建场景
      this.createMesh() // 创建网格模型
      this.createLight() // 创建光源
      this.createCamera() // 创建相机
      this.createRender() // 创建渲染器
      this.createControls() // 创建控件对象
      this.render() // 渲染
    },
    // 创建场景
    createScene () {
    
    
      this.scene = new THREE.Scene()
    },
    // 绘制图形
    drawShape () {
    
    
      // 创建基础形状
      const shape = new THREE.Shape()

      // 设置起始点
      shape.moveTo(10, 10)

      // 画线到新坐标
      shape.lineTo(10, 40)

      // 贝塞尔曲线
      shape.bezierCurveTo(15, 25, 25, 25, 30, 40)

      // 样条曲线
      shape.splineThru([
        new THREE.Vector2(32, 30),
        new THREE.Vector2(28, 20),
        new THREE.Vector2(30, 10)
      ])

      // 底部二次曲线
      shape.quadraticCurveTo(20, 15, 10, 10)

      // 左眼
      const hole1 = new THREE.Path()
      hole1.absellipse(16, 24, 2, 3, 0, Math.PI * 2, true)
      shape.holes.push(hole1)

      // 右眼
      const hole2 = new THREE.Path()
      hole2.absellipse(23, 24, 2, 3, 0, Math.PI * 2, true)
      shape.holes.push(hole2)

      // 嘴巴
      const hole3 = new THREE.Path()
      hole3.absarc(20, 16, 2, 0, Math.PI, true)
      shape.holes.push(hole3)
      return shape
    },

    // 创建网格模型
    createMesh () {
    
    
      // 拉伸几何体配置项
      const options = {
    
    
        depth: this.properties.depth.value,
        bevelThickness: this.properties.bevelThickness.value,
        bevelSize: this.properties.bevelSize.value,
        bevelSegments: this.properties.bevelSegments.value,
        bevelEnabled: this.properties.bevelEnabled,
        curveSegments: this.properties.curveSegments.value,
        steps: this.properties.steps.value
      }

      // 创建拉伸几何体
      const geom = new THREE.ExtrudeGeometry(this.drawShape(), options)
      geom.applyMatrix4(new THREE.Matrix4().makeTranslation(-30, -10, 0))
      // 创建材质
      const meshMaterial = new THREE.MeshNormalMaterial({
    
    
        flatShading: false,
        transparent: true,
        opacity: 0.5
      })

      // 创建网格对象
      this.mesh = new THREE.Mesh(geom, meshMaterial)
      // 网格对象添加到场景中
      this.scene.add(this.mesh)
    },

    // 创建光源
    createLight () {
    
    
      // 环境光
      const ambientLight = new THREE.AmbientLight(0xffffff, 0.1) // 创建环境光
      this.scene.add(ambientLight) // 将环境光添加到场景

      const spotLight = new THREE.SpotLight(0xffffff) // 创建聚光灯
      spotLight.position.set(-40, 60, -10)
      spotLight.castShadow = true
      this.scene.add(spotLight)
    },
    // 创建相机
    createCamera () {
    
    
      const element = document.getElementById('container')
      const width = element.clientWidth // 窗口宽度
      const height = element.clientHeight // 窗口高度
      const k = width / height // 窗口宽高比
      // PerspectiveCamera( fov, aspect, near, far )
      this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)
      this.camera.position.set(-80, 60, 40) // 设置相机位置

      this.camera.lookAt(new THREE.Vector3(10, 0, 0)) // 设置相机方向
      this.scene.add(this.camera)
    },
    // 创建渲染器
    createRender () {
    
    
      const element = document.getElementById('container')
      this.renderer = new THREE.WebGLRenderer({
    
     antialias: true, alpha: true })
      this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
      this.renderer.shadowMap.enabled = true // 显示阴影
      this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
      this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色
      element.appendChild(this.renderer.domElement)
    },

    // 重新绘制
    redraw () {
    
    
      this.scene.remove(this.mesh)
      this.createMesh()
    },
    render () {
    
    
      this.mesh.rotation.y = this.step += 0.01
      this.renderer.render(this.scene, this.camera)
      requestAnimationFrame(this.render)
    },
    // 创建控件对象
    createControls () {
    
    
      this.controls = new OrbitControls(this.camera, this.renderer.domElement)
    }
  }
}
</script>
<style>
#container {
    
    
  position: absolute;
  width: 100%;
  height: 100%;
}
.controls-box {
    
    
  position: absolute;
  right: 5px;
  top: 5px;
  width: 300px;
  padding: 10px;
  background-color: #fff;
  border: 1px solid #c3c3c3;
}
.vertice-span {
    
    
  line-height: 38px;
  padding: 0 2px 0 10px;
}
</style>

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转载自blog.csdn.net/qw8704149/article/details/110100622