使用vue学习three.js之高级几何体-扫描体LatheGeometry

LatheGeometry几何体介绍和使用

1.LatheGeometry几何体介绍

LatheGeometry可以通过一条光滑的样条曲线绕Y轴旋转创建出立体几何体。创建LatheGeometry几何体时可输入以下参数:

属性 必须 描述
points 该属性是指定样条曲线的点,然后可以根据这条样条曲线旋转得到新的图形
segments 该属性指定创建图形是所用的分段数目,分段越多,绘制的图形越光滑,默认值是12
phiStart 该属性指定创建图形从何处开始,取值范围是0到2*π。默认值是0
phiLength 该属性指定创建的图形有多完整,默认值是2*π

创建三维球体的方式如下:

// 创建样条曲线的点集
const points = []
const height = 5
const count = 30
for (let i = 0; i < count; i++) {
    
    
  points.push(
    new THREE.Vector3(
      (Math.sin(i * 0.2) + Math.cos(i * 0.3)) * height + 12,
      i - count + count / 2,
      0
    )
  )
}
// 绘制样条曲线产生的图形
const geom = new THREE.LatheGeometry(points,12,0,Math.PI*2)

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segments属性调整几何体的分段,改变图形表面光滑度
  2. 通过phiStart属性指定开始绘画的地方
  3. 通过phiLength属性指定绘画时所需要旋转的弧度

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>
      </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: {
    
    
        segments: {
    
    
          name: 'segments',
          value: 20,
          min: 0,
          max: 40,
          step: 1
        },
        phiStart: {
    
    
          name: 'phiStart',
          value: 0,
          min: 0,
          max: Math.PI * 2,
          step: 0.1
        },
        phiLength: {
    
    
          name: 'phiLength',
          value: 0.8 * Math.PI * 2,
          min: 0,
          max: Math.PI * 2,
          step: 0.1
        }
      },
      pointGroup: null,
      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()
      const axesHelper = new THREE.AxesHelper(20)
      this.scene.add(axesHelper)
    },
    // 创建网格模型
    createMesh () {
    
    
      // 创建样条曲线的点集
      const points = []
      const height = 5
      const count = 30
      for (let i = 0; i < count; i++) {
    
    
        points.push(
          new THREE.Vector3(
            (Math.sin(i * 0.2) + Math.cos(i * 0.3)) * height + 12,
            i - count + count / 2,
            0
          )
        )
      }

      // 将样条曲线展示出来
      this.pointGroup = new THREE.Object3D()
      const material = new THREE.MeshBasicMaterial({
    
    
        color: 0xff0000,
        transparent: false
      })
      points.forEach(point => {
    
    
        const spGeom = new THREE.SphereGeometry(0.2)
        const spMesh = new THREE.Mesh(spGeom, material)
        spMesh.position.copy(point)
        this.pointGroup.add(spMesh)
      })
      this.scene.add(this.pointGroup)

      // 绘制样条曲线产生的图形
      const geom = new THREE.LatheGeometry(
        points,
        this.properties.segments.value,
        this.properties.phiStart.value,
        this.properties.phiLength.value
      )

      this.mesh = this.createLatheMesh(geom)
      // 网格对象添加到场景中
      this.scene.add(this.mesh)
    },

    createLatheMesh (geom) {
    
    
      // 创建材质
      const meshMaterial = new THREE.MeshNormalMaterial({
    
    
        side: THREE.DoubleSide
      })
      const wireFrameMat = new THREE.MeshBasicMaterial({
    
     wireframe: true })

      // 添加组合材质
      const mesh = SceneUtils.createMultiMaterialObject(geom, [
        meshMaterial,
        wireFrameMat
      ])
      return 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.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/110097573