Introduction and use of CylinderGeometry geometry
1. Introduction to CylinderGeometry
CylinderGeometry can be used to create a three-dimensional cylinder, you can enter the following parameters when creating:
Attributes | have to | description |
---|---|---|
radiusTop | no | This property defines the radius of the circle at the top of the cylinder, the default value is 20 |
radiusBottom | no | This attribute defines the radius of the circle at the bottom of the cylinder, the default value is 20 |
height | no | This attribute defines the height of the cylinder, the default is 100 |
segmentsX | no | This attribute specifies how many segments are divided along the X axis. The more segments, the smoother the cylinder. The default value is 8. |
segmentsY | no | This attribute specifies how many segments are divided along the Y axis. The more the number of segments, the more faces the cylinder is divided into in the vertical direction. The default value is 1. |
openEnded | no | This attribute is used to specify whether the top and bottom of the cylinder are closed, the default is false |
The way to create a three-dimensional cylinder is as follows:
const geom = new THREE.CylinderGeometry(radiusTop,radiusBottom,height, segmentX, segmentsY, openEnded)
Similarly, the parameters we need when creating a cylinder are all stored in a parameter attribute. If you want to get these parameter values, you can get it through this attribute.
2.demo description
As shown above, this example supports the following functions
- Adjust the radius of the top of the cylinder through the radiusTop property
- Adjust the radius of the bottom of the cylinder through the radiusBottom property
- Adjust the height of the cylinder through the height property
- Adjust the number of circle segments at the top and bottom of the cylinder through the segmentsX property
- Adjust the number of segments in the Y-axis direction of the cylinder through the segmentsY property
- Adjust whether the bottom and top of the cylinder are closed through the openEnded property
3.demo code
<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"></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.openEnded">openEnded</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: {
radiusTop: {
name: 'radiusTop',
value: 20,
min: -40,
max: 40,
step: 1
},
radiusBottom: {
name: 'radiusBottom',
value: 20,
min: -40,
max: 40,
step: 1
},
height: {
name: 'height',
value: 20,
min: 0,
max: 40,
step: 1
},
segmentsX: {
name: 'segmentsX',
value: 10,
min: 0,
max: 40,
step: 1
},
segmentsY: {
name: 'segmentsY',
value: 10,
min: 0,
max: 40,
step: 1
},
openEnded: false
},
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()
},
// 创建网格模型
createMesh() {
//创建圆柱
const geom = new THREE.CylinderGeometry(
this.properties.radiusTop.value,
this.properties.radiusBottom.value,
this.properties.height.value,
this.properties.segmentsX.value,
this.properties.segmentsY.value,
this.properties.openEnded
)
// 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
this.mesh = SceneUtils.createMultiMaterialObject(geom, [
meshMaterial,
wireFrameMat
])
// 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)
},
// 更新属性
updateFun() {
const tempRotationY = this.mesh.rotation.y
this.scene.remove(this.mesh)
this.createMesh()
this.mesh.rotation.y += tempRotationY + 0.01
},
render() {
this.updateFun()
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>