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Three.js基础探寻五——正二十面体、圆环面等

2016-07-29 08:43 330 查看
  除了立方体、平面、球体,Three.js还提供了很多其他几何形状。

1.圆形

  CircleGeometry可以创建圆形或者扇形:

THREE.CircleGeometry(radius, segments, thetaStart, thetaLength)


    radius:半径

    segmentsWidth:经度上的分段数

    segmentsHeight:纬度上的分段数

    thetaStart:纬度开始的弧度

    thetaLength:纬度跨过的弧度

  new THREE.CircleGeometry(3, 18, Math.PI / 3, Math.PI / 3 * 4) 创建一个在x轴和y轴所在平面的三分之二圆的扇形:



2.圆柱体

  圆柱体(CylinderGeometry)的构造函数是:

THREE.CylinderGeometry(radiusTop,radiusBottom,height,radiusSegments, heightSegments, openEnded)


    radiusTop:顶面半径

    radiusBottom:底面的半径

    height:圆柱体的高度

    radiusSegments:顶面与底面的分段数

    heightSegments:侧面的分段数

    openEnded:是否没有顶面和底面,布尔类型,缺省值为false,表示有顶面和底面。

  当radiusTop和radiusBottom设置为相同的值时,创建的是一个标准圆柱体:

  new THREE.CylinderGeometry(2, 2, 4, 18, 3)创建一个顶面与底面半径都为2,高度为4的圆柱体:



  当radiusTop和radiusBottom设置为不同的值时,创建的是一个圆台。new THREE.CylinderGeometry(2, 3, 4, 18, 3)将底面半径设为3:



  openEnded设置为true时创建一个没有顶面与底面的圆台,new THREE.CylinderGeometry(2, 3, 4, 18, 3, true)的效果:



3.正四面体,正八面体,正二十面体

  正四面体(TetrahedronGeometry)、正八面体(OctahedronGeometry)、正二十面体(IcosahedronGeometry)的构造函数较为类似,分别为:

THREE.TetrahedronGeometry(radius, detail)

THREE.OctahedronGeometry(radius, detail)

THREE.IcosahedronGeometry(radius, detail)


  其中,radius是半径;detail是细节层次(Level of Detail)的层数,对于大面片数模型,可以控制在视角靠近物体时,显示面片数多的精细模型,而在离物体较远时,显示面片数较少的粗略模型。这里我们不对detail多作展开,一般可以对这个值缺省。

  new THREE.TetrahedronGeometry(3)创建一个半径为3的正四面体:



  new THREE.OctahedronGeometry(3)创建一个半径为3的正八面体:



乍一看有点像光能使者的魔法阵哈,用三维的眼光去看。

  new THREE.IcosahedronGeometry(3)创建一个半径为3的正二十面体:



4.圆环面

  圆环面(TorusGeometry)的形状类似甜甜圈,其构造函数是:

THREE.TorusGeometry(radius, tube, radialSegments, tubularSegments, arc)


    radius:圆环半径

    tube:管道半径

    radialSegments:径向的分段数

    tubularSegments:管的分段数,详见下图

    arc:圆环面的弧度,缺省值为Math.PI * 2



  new THREE.TorusGeometry(3, 1, 4, 8)创建一个粗糙的圆环面:



  new THREE.TorusGeometry(3, 1, 12, 18)创建一个较为精细的圆环面:



这个就很像甜甜圈了。

  new THREE.TorusGeometry(3, 1, 4, 8, Math.PI / 3 * 2)创建部分圆环面:



5.圆环结

  圆环结(TorusKnotGeometry)的构造参数为:

THREE.TorusKnotGeometry(radius,tube,radialSegments,tubularSegments, p, q, heightScale)


    radius:圆环半径

    tube:管道半径

    radialSegments:径向的分段数

    tubularSegments:管的分段数

    p:p\Q:对knot(节)状方式有效,控制曲线路径缠绕的圈数,其中p决定垂直方向的参数(可缺省)

    q:水平方向的参数(可缺省)

    heightScale:z轴方向上的缩放,默认值1

  new THREE.TorusKnotGeometry(2, 0.5, 32, 8)的效果:



  关于圆环结的详细内容可参看维基百科



6.源码

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>3.js测试五</title>
</head>
<body onload="init()">
<canvas id="mainCanvas" width="400px" height="300px" ></canvas>
</body>
<script type="text/javascript" src="js/three.min.js"></script>
<script type="text/javascript">
function init() {
var renderer = new THREE.WebGLRenderer({
canvas: document.getElementById('mainCanvas')
});
renderer.setClearColor(0x000000);
var scene = new THREE.Scene();

// camera
var camera = new THREE.OrthographicCamera(-5, 5, 3.75, -3.75, 0.1, 100);
camera.position.set(25, 25, 25);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

var material = new THREE.MeshBasicMaterial({
color: 0xffff00,
wireframe: true
});

drawCircle(scene, material);        //圆形
//            drawCylinder(scene, material);    //圆柱体
//            drawTetra(scene, material);        //正四面体
//            drawOcta(scene, material);        //正八面体
//            drawIcosa(scene, material);        //正二十面体
//            drawTorus(scene, material);        //圆环面
//            drawTorusKnot(scene, material);    //圆环结

// render
renderer.render(scene, camera);
}

function drawCircle(scene, material) {
var circle = new THREE.Mesh(new THREE.CircleGeometry(3, 18, Math.PI / 3, Math.PI / 3 * 4), material);
scene.add(circle);
}

function drawCylinder(scene, material) {
//          var cylinder = new THREE.Mesh(new THREE.CylinderGeometry(2, 2, 4, 18, 3), material);
//            var cylinder = new THREE.Mesh(new THREE.CylinderGeometry(2, 3, 4, 18, 3), material);
var cylinder = new THREE.Mesh(new THREE.CylinderGeometry(2, 3, 4, 18, 3, true), material);
scene.add(cylinder);
}

function drawTetra(scene, material) {
var tetra = new THREE.Mesh(new THREE.TetrahedronGeometry(3), material);
scene.add(tetra);
}

function drawOcta(scene, material) {
var octa = new THREE.Mesh(new THREE.OctahedronGeometry(3), material);
scene.add(octa);
}

function drawIcosa(scene, material) {
var icosa = new THREE.Mesh(new THREE.IcosahedronGeometry(3), material);
scene.add(icosa);
}

function drawTorus(scene, material) {
//          var torus = new THREE.Mesh(new THREE.TorusGeometry(3, 1, 12, 18), material);
var torus = new THREE.Mesh(new THREE.TorusGeometry(3, 1, 4, 8, Math.PI / 3 * 2), material);
scene.add(torus);
}

function drawTorusKnot(scene, material) {
var torus = new THREE.Mesh(new THREE.TorusKnotGeometry(2, 0.5, 32, 8), material);
scene.add(torus);
}

</script>
</html>


整理自张雯莉《Three.js入门指南》

其他参考:three.js源码注释(八十三)
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