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three.js 06-04 之 TubeGeometry 高级几何体

2017-12-28 11:47 645 查看
    今天将要介绍的是 three.js 库中的 TubeGeometry 高级几何体。它将沿着一条三维样条曲线拉伸出一根管子。你可以通过顶点来定义路径,然后利用 TubeGeometry 来创建这根管子。

    我们接下来的例子中,将会随机生成一些点,然后利用这些点来生成一根管道。大概思路就如下:我们首先生成一组类型为 THREE.Vector3 的顶点。然后再使用这些点创建管道之前,我们先要把这些点转换成 THREE.SplineCurve3 类型的对象。也就是需要用这些点来定义一条光滑的曲线。

    此外,TubeGeometry 除了需要指定一条路径以外,还可以接收一些别的参数,常用的属性如下表所示:

属性描述
path必选。此属性定义一条类型为 THREE.SplineCurve 的路径,以便指定管道应当遵循的路径
tubularSegments可选。此属性定义构建管道时沿路径方向所需的分段数。默认值是 64。一般路径越长,指定的分段数应该越多
radius可选。此属性定义管道的半径。默认值是 1
radiusSegments可选。此属性定义管道沿圆周方向的分段数。默认值是 8.
closed可选。此属性定义管道的首尾是否会连接起来。默认值是 false
下面我们给出一个完整的示例,代码如下:

<!DOCTYPE html>
<html>
<head>
<title>示例 06.04 - TubeGeometry</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="../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 tube;
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.MeshNormalMaterial({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.points = [];
this.newPoints = function() {
this.points = [];
// 随机生成顶点
for (var i = 0; i < guiParams.numberOfPoints; i++) {
var randomX = -20 + Math.round(Math.random() * 50);
var randomY = -15 + Math.round(Math.random() * 40);
var randomZ = -20 + Math.round(Math.random() * 40);
this.points.push(new THREE.Vector3(randomX, randomY, randomZ));
}

scene.remove(spGroup);
spGroup = new THREE.Object3D();
var material = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: false});
// 为每个顶点设置一个红色小球体
guiParams.points.forEach(function(point){
var spGeom = new THREE.SphereGeometry(0.2);
var spMesh = new THREE.Mesh(spGeom, material);
spMesh.position.copy(point);
spGroup.add(spMesh);
});

updateMesh();
};

this.numberOfPoints = 10;
this.tubularSegments = 200;
this.radius = 1.5;
this.radiusSegments = 16;
this.closed = false;
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, "newPoints");
gui.add(guiParams, "numberOfPoints", 3, 20).step(1).onChange(function(e){guiParams.newPoints()});
gui.add(guiParams, "tubularSegments", 32, 200).step(1).onChange(function(e){updateMesh()});
gui.add(guiParams, "radius", 0.1, 5.5).onChange(function(e){updateMesh()});
gui.add(guiParams, "radiusSegments", 3, 64).step(1).onChange(function(e){updateMesh()});
gui.add(guiParams, "closed").onChange(function(e){updateMesh()});

guiParams.newPoints();

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);

spGroup.remove(tube);
// 定义 tube
var curvePath = new THREE.CatmullRomCurve3(guiParams.points);//SplineCurve3
var tubeGeometry = new THREE.TubeGeometry(curvePath, guiParams.tubularSegments, guiParams.radius, guiParams.radiusSegments, guiParams.closed);
tube = new THREE.SceneUtils.createMultiMaterialObject(tubeGeometry, meshMaterial);
tube.children[1].castShadow = true; // tube.children[0] 的材质是 MeshNormalMaterial,不能投射阴影
spGroup.add(tube);
spGroup.position.set(0, 20, 0);

scene.add(spGroup);
}

</script>
</body>
</html>
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