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车削几何体

车削几何体

作者: Codifier | 来源:发表于2019-11-12 18:26 被阅读0次
    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Lathe Geometry</title>
        <script src="../../three-part/threejs/three.js"></script>
        <script src="../../three-part/utils/stats.min.js"></script>
        <script src="../../three-part/utils/dat.gui.min.js"></script>
        <script src="../controls/TrackballControls.js"></script>
        <script src="../util/util.js"></script>
        <style>
            body {
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
    <div id="container"></div>
    <script type="text/javascript">
        init();
        function init() {
            // show FPS
            let stats = initStats();
            // resize
            window.addEventListener('resize', onResize, false);
    
            let scene = new THREE.Scene();
            let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 30;
            camera.lookAt(scene.position);
    
            let renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(new THREE.Color(0x000000));
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            document.getElementById("container").appendChild(renderer.domElement);
    
            // init trackball control
            let trackballControls = initTrackballControls(camera, renderer);
            let clock = new THREE.Clock();
    
            // add ambient light
            let ambientLight = new THREE.AmbientLight("#606008", 1);
            scene.add(ambientLight);
    
            let directionalLight = new THREE.DirectionalLight("#ffffff");
            directionalLight.position.set(-10, 50, -10);
            directionalLight.intensity = 2;
            directionalLight.castShadow = true;
            scene.add(directionalLight);
    
            // add a plane
            let planeGeometry = new THREE.PlaneGeometry(100, 100, 1, 1);
            let planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xffffff
            });
            let plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.receiveShadow = true;
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.set(0, -20, 0);
            scene.add(plane);
    
            let group, latheMesh;
    
            // attributes which can be modified in GUI
            const controls = {
                "segments" : 10,
                "phiStart" : 0,
                "phiLength" : Math.PI * 2,
                "redraw" : function(){
                    renderer.setClearColor(new THREE.Color(0x000000));
                    generateLathe(this.segments, this.phiStart, this.phiLength);
                }
            };
            // init GUI
            initGUI();
            generateLathe(controls);
            renderScene();
    
            function initGUI(){
                let gui = new dat.GUI();
    
                gui.add(controls, 'segments', 0, 50, 1).onChange(function (e) {
                    controls.segments = e;
                });
    
                gui.add(controls, 'phiStart', 0, 2 * Math.PI, 0.1).onChange(function (e) {
                    controls.phiStart = e;
                });
    
                gui.add(controls, 'phiLength', 0, 2 * Math.PI, 0.1).onChange(function (e) {
                    controls.phiLength = e;
                });
    
                gui.add(controls, 'redraw');
            }
    
            function generateLathe() {
                if(group){
                    scene.remove(group);
                }
                if(latheMesh){
                    scene.remove(latheMesh);
                }
                // random point
                let points = [];
                let height = 5;
                let count = 30;
                for(let i=0; i<count; ++i) {
                    points.push(new THREE.Vector2(
                        (Math.sin(i * 0.2) + Math.cos(i * 0.3)) * height + 12,
                        (i - count) + count / 2));
                }
    
                group = new THREE.Object3D(controls);
                let material = new THREE.MeshBasicMaterial({
                    color: 0xff0000,
                    transparent: false
                });
                points.forEach(v => {
                    let spGeom = new THREE.SphereGeometry(0.2);
                    let spMesh = new THREE.Mesh(spGeom, material);
                    spMesh.position.set(v.x, v.y, 0);
                    group.add(spMesh);
                });
                scene.add(group);
    
                /**
                 * LatheGeometry(points : Array, segments : Integer, phiStart : Float, phiLength : Float)
                 * points — Array of Vector2s. The x-coordinate of each point must be greater than zero.
                 * segments — the number of circumference segments to generate. Default is 12.
                 * phiStart — the starting angle in radians. Default is 0.
                 * phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
                 * @type {LatheGeometry}
                 */
                let latheGeometry = new THREE.LatheGeometry(points, controls.segments, controls.phiStart, controls.phiLength);
                let latheMaterial = new THREE.MeshNormalMaterial();
                latheMesh = new THREE.Mesh(latheGeometry, latheMaterial);
                scene.add(latheMesh);
            }
    
            function onResize() {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            }
    
            function renderScene(){
                trackballControls.update(clock.getDelta());
                stats.update();
                requestAnimationFrame(renderScene);
                renderer.render(scene, camera);
            }
        }
    </script>
    </body>
    </html>
    

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          本文标题:车削几何体

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