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挤出几何体

挤出几何体

作者: Codifier | 来源:发表于2019-11-12 19:03 被阅读0次
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Extrude 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();

        const option = {
            "depth" : 5,
            "bevelThickness" : 1,
            "bevelSize" : 0.5,
            "bevelEnabled" : true,
            "bevelSegments" : 3,
            "curveSegments" : 12,
            "steps" : 1
        };

        // attributes which can be modified in GUI
        const controls = {
            "depth" : option.depth,
            "bevelThickness" : option.bevelThickness,
            "bevelSize" : option.bevelSize,
            "bevelEnabled" : option.bevelEnabled,
            "bevelSegments" : option.bevelSegments,
            "curveSegments" : option.curveSegments,
            "steps" : option.steps,
            "redraw" : function(){
                draw(option);
            }
        };
        // init GUI
        initGUI();

        let ambientLight = new THREE.AmbientLight("#606008", 1);
        scene.add(ambientLight);

        // add spotlight
        let spotLight = new THREE.SpotLight(0xffffff, 1, 180, Math.PI / 4);
        spotLight.shadow.mapSize.set(2048, 2048);
        spotLight.position.set(-30, 40, -10);
        spotLight.castShadow = true;
        scene.add(spotLight);

        // add a plane
        let planeGeometry = new THREE.PlaneGeometry(60, 40, 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;
        scene.add(plane);

        let mesh;
        draw(option);
        renderScene();

        function initGUI(){
            let gui = new dat.GUI();

            gui.add(controls, 'depth', 0, 20, 1).onChange(function (e) {
                option.depth = e;
            });

            gui.add(controls, 'bevelThickness', 0, 20, 1).onChange(function (e) {
                option.bevelThickness = e;
            });

            gui.add(controls, 'bevelSize', 0, 10, 1).onChange(function (e) {
                option.bevelSize = e;
            });

            gui.add(controls, 'bevelEnabled', 0, 10, 1).onChange(function (e) {
                option.bevelEnabled = e;
            });

            gui.add(controls, 'bevelSegments', 0, 30, 1).onChange(function (e) {
                option.bevelSegments = e;
            });

            gui.add(controls, 'curveSegments', 0, 30, 1).onChange(function (e) {
                option.curveSegments = e;
            });

            gui.add(controls, 'steps', 0, 10, 1).onChange(function (e) {
                option.steps = e;
            });

            gui.add(controls, 'redraw');
        }

        function draw(){
            if(mesh) scene.remove(mesh);
            /**
             * ExtrudeGeometry(shapes : Array, options : Object)
             * shapes — Shape or an array of shapes.
             * options — Object that can contain the following parameters.
             *      curveSegments — int. Number of points on the curves. Default is 12.
             *      steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.
             *      depth — float. Depth to extrude the shape. Default is 100.
             *      bevelEnabled — bool. Apply beveling to the shape. Default is true.
             *      bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.
             *      bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.
             *      bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.
             *      bevelSegments — int. Number of bevel layers. Default is 3.
             *      extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded.
             *      UVGenerator — Object. object that provides UV generator functions
             * @type {ExtrudeGeometry}
             */
            let geometry = new THREE.ExtrudeGeometry(drawShape(), option);
            geometry.applyMatrix(new THREE.Matrix4().makeTranslation(-20, 0, 0));
            geometry.applyMatrix(new THREE.Matrix4().makeScale(0.4, 0.4, 0.4));
            let material = new THREE.MeshNormalMaterial();
            mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);
        }

        function drawShape() {
            let shape = new THREE.Shape();
            shape.moveTo(10, 10);
            shape.lineTo(10, 40);
            shape.bezierCurveTo(15, 25, 25, 25, 30, 40);
            shape.splineThru([
                new THREE.Vector2(32, 30),
                new THREE.Vector2(28, 20),
                new THREE.Vector2(30, 10)
            ]);
            shape.quadraticCurveTo(20, 15, 10, 10);

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

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

            let hole3 = new THREE.Path();
            hole3.absarc(20, 16, 2, 0, Math.PI, true);
            shape.holes.push(hole3);

            return shape;
        }

        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:挤出几何体

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