目前为止,three.js 库中提供的所有的基本几何体部分都已经介绍完了。今天开始我们要介绍 three.js 中提供的一些相对高级且特别的几何体对象,譬如 ConvexGeometry(凸面体)、LathGeometry(扫描体)、TubeGeometry(管状体)、ExtrudeGeometry(拉伸体)、TextGeometry(三维文字)及 ParametricGeometry(等式体)等。
首先,我们来介绍一下 ConvexGeometry 凸面体。通过 ConvexGeometry 我们可以在一组给定点的外围建立一个凸包。所谓凸包,是指包围这组点的最小图形。下面我给出一个具体示例,代码如下所示:
<!DOCTYPE html>
<html>
<head>
<title>示例 06.01 - ConvexGeometry</title>
<script src="../build/three.js"></script>
<script src="../build/js/controls/OrbitControls.js"></script>
<script src="../build/js/libs/stats.min.js"></script>
<script src="../build/js/libs/dat.gui.min.js"></script>
<script src="../build/js/QuickHull.js"></script>
<script src="../build/js/geometries/ConvexGeometry.js"></script>
<script src="../jquery/jquery-3.2.1.min.js"></script>
<style>
body {
/* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
margin: 0;
overflow: hidden;
}
/* 统计对象的样式 */
#Stats-output {
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>
<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>
<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">
var scene;
var camera;
var render;
var webglRender;
//var canvasRender;
var controls;
var stats;
var guiParams;
var ground;
var convex;
var spGroup;
var meshMaterial;
var ambientLight;
var spotLight;
var axesHelper;
//var cameraHelper;
$(function() {
stats = initStats();
scene = new THREE.Scene();
webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿
webglRender.setSize(window.innerWidth, window.innerHeight);
webglRender.setClearColor(0xeeeeee, 1.0);
webglRender.shadowMap.enabled = true; // 允许阴影投射
render = webglRender;
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); // 2147483647
camera.position.set(-45.5, 68.2, 90.9);
var target = new THREE.Vector3(10, 0 , 0);
controls = new THREE.OrbitControls(camera, render.domElement);
controls.target = target;
camera.lookAt(target);
$('#webgl-output')[0].appendChild(render.domElement);
window.addEventListener('resize', onWindowResize, false);
// 加入一个坐标轴:X(橙色)、Y(绿色)、Z(蓝色)
axesHelper = new THREE.AxesHelper(60);
scene.add(axesHelper);
ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(0, 60, 30);
spotLight.shadow.mapSize.width = 5120; // 必须是 2的幂,默认值为 512
spotLight.shadow.mapSize.height = 5120; // 必须是 2的幂,默认值为 512
spotLight.castShadow = true;
scene.add(spotLight);
//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);
//scene.add(cameraHelper);
// 加入一个地面
var groundGeometry = new THREE.PlaneGeometry(100, 100, 4, 4);
var groundMaterial = new THREE.MeshLambertMaterial({color: 0x777777}); // MeshBasicMaterial 材质不能接收阴影
ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.set(-0.5 * Math.PI, 0, 0); // 沿着 X轴旋转-90°
ground.receiveShadow = true;
scene.add(ground);
// 材质
meshMaterial = [
new THREE.MeshBasicMaterial({color: 0x00ff00, transparent: true, opacity: 0.2, side: THREE.DoubleSide}),
new THREE.MeshBasicMaterial({wireframe: true})
];
/** 用来保存那些需要修改的变量 */
guiParams = new function() {
this.rotationSpeed = 0.02;
this.redraw = function(e) {updateMesh()};
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'redraw');
updateMesh();
renderScene();
});
/** 渲染场景 */
function renderScene() {
stats.update();
rotateMesh(); // 旋转物体
requestAnimationFrame(renderScene);
render.render(scene, camera);
}
/** 初始化 stats 统计对象 */
function initStats() {
stats = new Stats();
stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
$('#stats-output').append(stats.domElement);
return stats;
}
/** 当浏览器窗口大小变化时触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render.setSize(window.innerWidth, window.innerHeight);
}
/** 旋转物体 */
var step = 0;
function rotateMesh() {
step += guiParams.rotationSpeed;
scene.traverse(function(mesh) {
if (mesh === spGroup) {
//mesh.rotation.x = step;
mesh.rotation.y = step;
//mesh.rotation.z = step;
}
});
}
function updateMesh() {
scene.remove(spGroup);
// 定义 convex
var points = generatePoints();
var convexGeometry = new THREE.ConvexGeometry(points);
convex = new THREE.SceneUtils.createMultiMaterialObject(convexGeometry, meshMaterial);
convex.children[1].castShadow = true; // convex.children[0] 的材质是 MeshNormalMaterial,不能投射阴影
//convex.position.set(0, guiParams.radius * 2 + 3, 0);
spGroup.add(convex);
scene.add(spGroup);
}
/** 随机生成 20 个点 */
function generatePoints() {
var points = [];
for (var i = 0; i < 20; i++) {
var randomX = -15 + Math.round(Math.random() * 30);
//var randomY = -15 + Math.round(Math.random() * 30);
var randomY = Math.round(Math.random() * 30);
var randomZ = -15 + Math.round(Math.random() * 30);
points.push(new THREE.Vector3(randomX, randomY, randomZ));
}
spGroup = new THREE.Object3D();
var material = new THREE.MeshBasicMaterial( {color: 0xff0000, transparent: false} );
// 添加 20 个小球体
points.forEach(function(point) {
var spGeometry = new THREE.SphereGeometry(0.2);
var spMesh = new THREE.Mesh(spGeometry, material);
spMesh.position.set(point.x, point.y, point.z);
spGroup.add(spMesh);
});
return points;
}
</script>
</body>
</html>
在这个例子中,我们在 generatePoints() 函数中随机生成了一组长度为 20 的点(THREE.Vector3),然后利用这组点创建了一个 ConvexGeometry。我们可以通过右上角的 redraw(重新绘制)按钮来重新生成 20 个新点并构造新的凸包。另外,为了更好的观察,我们为每一个点添加了一个 SphereGeometry 小球体。为了更好的控制整个图形,我们把所有的小球体以及构造的凸包都添加到了一个叫 spGroup 的组中,这样我们就可以很容易的把它们当做一个整体来进行旋转了。
未完待续··· |