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700字范文 > Three.js(八)—— 几何体对象 曲线 三维模型

Three.js(八)—— 几何体对象 曲线 三维模型

时间:2022-05-29 11:43:39

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Three.js(八)—— 几何体对象 曲线 三维模型

文章目录

8、几何体对象、曲线、三维模型8.1 常见几何体和曲线API介绍几何体曲线 8.2 直线、椭圆、圆弧、基类Curve圆弧线ArcCurve曲线Curve方法.getPoints()几何体方法.setFromPoints()绘制圆弧线案例绘制直线效果 8.3 样条曲线、贝塞尔曲线一条光滑样条曲线案例贝塞尔曲线 8.4 多个线条组合曲线CurvePathU型案例 8.5 曲线路径管道成型TubeGeometry样条曲面生成圆管案例CurvePath多段路径生成管道案例 8.6 旋转造型LatheGeometry样条曲线插值计算 8.7 Shape对象和轮廓填充ShapeGeometry填充顶点构成的轮廓shape外轮廓和内轮廓 8.8 拉伸扫描成型ExtrudeGeometry

8、几何体对象、曲线、三维模型

8.1 常见几何体和曲线API介绍

几何体

所有几何体的基类分为Geometry和BufferGeometry两大类,两类几何体直接可以相互转化。

曲线

曲线和几何体同样本质上都是用来生成顶点的算法,曲线主要是按照一定的规则生成一系列沿着某条轨迹线分布的顶点。当你把曲线、几何体看成顶点的时候,查考文档很多属性和方法自然很同意理解。

8.2 直线、椭圆、圆弧、基类Curve

圆弧线ArcCurve

ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )

//参数:0, 0圆弧坐标原点x,y 100:圆弧半径 0, 2 * Math.PI:圆弧起始角度var arc = new THREE.ArcCurve(0, 0, 100, 0, 2 * Math.PI);

曲线Curve方法.getPoints()

var arc = new THREE.ArcCurve(0, 0, 100, 0, 2 * Math.PI);//getPoints是基类Curve的方法,返回一个vector2对象作为元素组成的数组var points = arc.getPoints(50);//分段数50,返回51个顶点

几何体方法.setFromPoints()

// setFromPoints方法从points中提取数据改变几何体的顶点属性verticesgeometry.setFromPoints(points);console.log(geometry.vertices);// 如果几何体是BufferGeometry,setFromPoints方法改变的是.attributes.position属性// console.log(geometry.attributes.position);

绘制圆弧线案例

使用threejs的API圆弧线ArcCurve绘制一个圆弧轮廓。

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry//参数:0, 0圆弧坐标原点x,y 100:圆弧半径 0, 2 * Math.PI:圆弧起始角度var arc = new THREE.ArcCurve(0, 0, 100, 0, 2 * Math.PI);//getPoints是基类Curve的方法,返回一个vector2对象作为元素组成的数组var points = arc.getPoints(50);//分段数50,返回51个顶点// setFromPoints方法从points中提取数据改变几何体的顶点属性verticesgeometry.setFromPoints(points);//材质对象var material = new THREE.LineBasicMaterial({color: 0x000000});//线条模型对象var line = new THREE.Line(geometry, material);scene.add(line); //线条对象添加到场景中

和上面绘制圆弧线代码实现的功能相同,不过没有借助圆弧线THREE.ArcCurve,通过三角函数计算生成圆弧线上的顶点。设置这个案例的目的就是,你可以通过对比两个代码案例,明白Threejs一些曲线API本质上就是通过某种算法得到了沿着特定轨迹的顶点数据。

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometryvar R = 100; //圆弧半径var N = 50; //分段数量// 批量生成圆弧上的顶点数据for (var i = 0; i < N; i++) {var angle = 2 * Math.PI / N * i;var x = R * Math.sin(angle);var y = R * Math.cos(angle);geometry.vertices.push(new THREE.Vector3(x, y, 0));}// 插入最后一个点,line渲染模式下,产生闭合效果// geometry.vertices.push(geometry.vertices[0])//材质对象var material = new THREE.LineBasicMaterial({color: 0x000000});//线条模型对象var line = new THREE.Line(geometry, material);scene.add(line); //线条对象添加到场景中

绘制直线效果

直接给几何体Geometry设置两个顶点数据。

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometryvar p1 = new THREE.Vector3(50, 0, 0); //顶点1坐标var p2 = new THREE.Vector3(0, 70, 0); //顶点2坐标//顶点坐标添加到geometry对象geometry.vertices.push(p1, p2);var material = new THREE.LineBasicMaterial({color: 0xffff00,});//材质对象//线条模型对象var line = new THREE.Line(geometry, material);scene.add(line); //线条对象添加到场景中

通过LineCurve3绘制一条三维直线。

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometryvar p1 = new THREE.Vector3(50, 0, 0); //顶点1坐标var p2 = new THREE.Vector3(0, 70, 0); //顶点2坐标// 三维直线LineCurve3var LineCurve = new THREE.LineCurve3(p1, p2);// 二维直线LineCurvevar LineCurve = new THREE.LineCurve(new THREE.Vector2(50, 0), new THREE.Vector2(0, 70));var pointArr = LineCurve.getPoints(10);geometry.setFromPoints(pointArr);

通过LineCurve绘制一条二维直线。

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometryvar p1 = new THREE.Vector2(50, 0); //顶点1坐标var p2 = new THREE.Vector2(0, 70); //顶点2坐标// 二维直线LineCurvevar LineCurve = new THREE.LineCurve(p1, p2);var pointArr = LineCurve.getPoints(10);geometry.setFromPoints(pointArr);

8.3 样条曲线、贝塞尔曲线

一条光滑样条曲线案例

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry// 三维样条曲线 Catmull-Rom算法var curve = new THREE.CatmullRomCurve3([new THREE.Vector3(-50, 20, 90),new THREE.Vector3(-10, 40, 40),new THREE.Vector3(0, 0, 0),new THREE.Vector3(60, -60, 0),new THREE.Vector3(70, 0, 80)]);//getPoints是基类Curve的方法,返回一个vector3对象作为元素组成的数组var points = curve.getPoints(100); //分段数100,返回101个顶点// setFromPoints方法从points中提取数据改变几何体的顶点属性verticesgeometry.setFromPoints(points);//材质对象var material = new THREE.LineBasicMaterial({color: 0x000000});//线条模型对象var line = new THREE.Line(geometry, material);scene.add(line); //线条对象添加到场景中

贝塞尔曲线

var p1 = new THREE.Vector3(-80, 0, 0);var p2 = new THREE.Vector3(20, 100, 0);var p3 = new THREE.Vector3(80, 0, 0);// 三维二次贝赛尔曲线var curve = new THREE.QuadraticBezierCurve3(p1, p2, p3);

var p1 = new THREE.Vector3(-80, 0, 0);var p2 = new THREE.Vector3(-40, 100, 0);var p3 = new THREE.Vector3(40, 100, 0);var p4 = new THREE.Vector3(80, 0, 0);// 三维三次贝赛尔曲线var curve = new THREE.CubicBezierCurve3(p1, p2, p3, p4);

8.4 多个线条组合曲线CurvePath

U型案例

var geometry = new THREE.Geometry(); //声明一个几何体对象Geometry// 绘制一个U型轮廓var R = 80;//圆弧半径var arc = new THREE.ArcCurve(0, 0, R, 0, Math.PI, true);// 半圆弧的一个端点作为直线的一个端点var line1 = new THREE.LineCurve(new THREE.Vector2(R, 200, 0), new THREE.Vector2(R, 0, 0));var line2 = new THREE.LineCurve(new THREE.Vector2(-R, 0, 0), new THREE.Vector2(-R, 200, 0));// 创建组合曲线对象CurvePathvar CurvePath = new THREE.CurvePath();// 把多个线条插入到CurvePath中CurvePath.curves.push(line1, arc, line2);//分段数200var points = CurvePath.getPoints(200);// setFromPoints方法从points中提取数据改变几何体的顶点属性verticesgeometry.setFromPoints(points);//材质对象var material = new THREE.LineBasicMaterial({color: 0x000000});//线条模型对象var line = new THREE.Line(geometry, material);scene.add(line); //线条对象添加到场景中

8.5 曲线路径管道成型TubeGeometry

TubeGeometry的功能就是通过一条曲线生成一个圆管。它的本质就是以曲线上顶点为基准,生成一系列曲线等径分布的顶点数据, 具体算法如何实现的可以查看three.js引擎源码。

构造函数格式:TubeGeometry(path, tubularSegments, radius, radiusSegments, closed)

样条曲面生成圆管案例

//创建管道成型的路径(3D样条曲线)var path = new THREE.CatmullRomCurve3([new THREE.Vector3(-10, -50, -50),new THREE.Vector3(10, 0, 0),new THREE.Vector3(8, 50, 50),new THREE.Vector3(-5, 0, 100)]);// path:路径 40:沿着轨迹细分数 2:管道半径 25:管道截面圆细分数var geometry = new THREE.TubeGeometry(path, 40, 2, 25);

你也可以使用下面直线替换上面的样条曲线查看圆管生成效果。

// LineCurve3创建直线段路径var path = new THREE.LineCurve3(new THREE.Vector3(0, 100, 0), new THREE.Vector3(0, 0, 0));

CurvePath多段路径生成管道案例

通过下面代码创建了一段样条曲线和两条直线拼接成的路径,然后通过曲线路径CurvePath把样条曲线和料条曲线合并成为一条路径。

// 创建多段线条的顶点数据var p1 = new THREE.Vector3(-85.35, -35.36)var p2 = new THREE.Vector3(-50, 0, 0);var p3 = new THREE.Vector3(0, 50, 0);var p4 = new THREE.Vector3(50, 0, 0);var p5 = new THREE.Vector3(85.35, -35.36);// 创建线条一:直线let line1 = new THREE.LineCurve3(p1,p2);// 重建线条2:三维样条曲线var curve = new THREE.CatmullRomCurve3([p2, p3, p4]);// 创建线条3:直线let line2 = new THREE.LineCurve3(p4,p5);var CurvePath = new THREE.CurvePath();// 创建CurvePath对象CurvePath.curves.push(line1, curve, line2);// 插入多段线条//通过多段曲线路径创建生成管道//通过多段曲线路径创建生成管道,CCurvePath:管道路径var geometry2 = new THREE.TubeGeometry(CurvePath, 100, 5, 25, false);

8.6 旋转造型LatheGeometry

生活中有很多的几何体具备旋转特征,比如球体,常见杯子, three.js提供了一个构造函数LatheGeometry(), LatheGeometry可以利用已有的二维数据生成三维顶点数据,二维数据可以通过二维向量对象Vector2定义,也可以通过3D曲线或2D线条轮廓生成。 LatheGeometry的二维坐标数据默认绕y轴旋转。

格式:LatheGeometry(points, segments, phiStart, phiLength)

*** 创建旋转网格模型*/var points = [new THREE.Vector2(50,60),new THREE.Vector2(25,0),new THREE.Vector2(50,-60)];var geometry = new THREE.LatheGeometry(points,30);var material=new THREE.MeshPhongMaterial({color:0x0000ff,//三角面颜色side:THREE.DoubleSide//两面可见});//材质对象material.wireframe = true;//线条模式渲染(查看细分数)var mesh=new THREE.Mesh(geometry,material);//旋转网格模型对象scene.add(mesh);//旋转网格模型添加到场景中

样条曲线插值计算

借助Shape对象的方法.splineThru(),把上面的三个顶点进行样条插值计算, 可以得到一个光滑的旋转曲面。

var shape = new THREE.Shape();//创建Shape对象var points = [//定位定点new THREE.Vector2(50,60),new THREE.Vector2(25,0),new THREE.Vector2(50,-60)];shape.splineThru(points);//顶点带入样条插值计算函数var splinePoints = shape.getPoints(20);//插值计算细分数20var geometry = new THREE.LatheGeometry(splinePoints,30);//旋转造型

shape.getPoints(20)的作用是利用已有的顶点插值计算出新的顶点,两个顶点之间插值计算出20个顶点,如果细分数是1不是20,相当于不进行插值计算, 插值计算的规则通过Shape对象的方法.splineThru()定义,几何曲线的角度描述,splineThru的作用就是创建一个样条曲线,除了样条曲线还可以使用贝赛尔等曲线进行插值计算。

8.7 Shape对象和轮廓填充ShapeGeometry

填充顶点构成的轮廓

通过下面代码定义了6个顶点坐标,也可以说是5个,最后一个和第一个是重合的,构成一个五边形区域。然后使用这一组二维顶点坐标作为Shape的参数构成一个五边形轮廓。把五边形轮廓Shape作为ShapeGeometry的参数,可以根据轮廓坐标计算出一系列三角形面填充轮廓,形成一个平面几何体。

var points = [new THREE.Vector2(-50, -50),new THREE.Vector2(-60, 0),new THREE.Vector2(0, 50),new THREE.Vector2(60, 0),new THREE.Vector2(50, -50),new THREE.Vector2(-50, -50),]// 通过顶点定义轮廓var shape = new THREE.Shape(points);// shape可以理解为一个需要填充轮廓// 所谓填充:ShapeGeometry算法利用顶点计算出三角面face3数据填充轮廓var geometry = new THREE.ShapeGeometry(shape, 25);

调用Shape圆弧方法.absarc()绘制一个圆形轮廓,然后通过ShapeGeometry可以把该圆形轮廓填充为一个圆形平面几何体。

你可以尝试更改ShapeGeometry的参数2,参数2表示细分数,然后网格材质设置为wireframe: true查看圆形区域填充三角形的数量变化。

// 通过shpae基类path的方法绘制轮廓(本质也是生成顶点)var shape = new THREE.Shape();shape.absarc(0,0,100,0,2*Math.PI);//圆弧轮廓console.log(shape.getPoints(15));//查看shape顶点数据var geometry = new THREE.ShapeGeometry(shape, 25);

下面代码是通过shpae绘制了一个矩形区域,更多相关的轮廓绘制方法可以查看Shape文档。

shape外轮廓和内轮廓

shape可以用来绘制外轮廓,也可以用来绘制内轮廓,ShapeGeometry会使用三角形自动填充shape内轮廓和外轮廓中间的中部。

下面给出了几个通过shape绘制的轮廓图案。

// 圆弧与直线连接var shape = new THREE.Shape(); //Shape对象var R = 50;// 绘制一个半径为R、圆心坐标(0, 0)的半圆弧shape.absarc(0, 0, R, 0, Math.PI);//从圆弧的一个端点(-R, 0)到(-R, -200)绘制一条直线shape.lineTo(-R, -200);// 绘制一个半径为R、圆心坐标(0, -200)的半圆弧shape.absarc(0, -200, R, Math.PI, 2 * Math.PI);//从圆弧的一个端点(R, -200)到(-R, -200)绘制一条直线shape.lineTo(R, 0);var geometry = new THREE.ShapeGeometry(shape, 30);

// 一个外轮廓圆弧嵌套三个内圆弧轮廓var shape = new THREE.Shape(); //Shape对象//外轮廓shape.arc(0, 0, 100, 0, 2 * Math.PI);// 内轮廓1var path1 = new THREE.Path();path1.arc(0, 0, 40, 0, 2 * Math.PI);// 内轮廓2var path2 = new THREE.Path();path2.arc(80, 0, 10, 0, 2 * Math.PI);// 内轮廓3var path3 = new THREE.Path();path3.arc(-80, 0, 10, 0, 2 * Math.PI);//三个内轮廓分别插入到holes属性中shape.holes.push(path1, path2, path3);

// 矩形嵌套矩形或圆弧var shape=new THREE.Shape();//Shape对象//外轮廓shape.moveTo(0,0);//起点shape.lineTo(0,100);//第2点shape.lineTo(100,100);//第3点shape.lineTo(100,0);//第4点shape.lineTo(0,0);//第5点//内轮廓var path=new THREE.Path();//path对象// path.arc(50,50,40,0,2*Math.PI);//圆弧path.moveTo(20,20);//起点path.lineTo(20,80);//第2点path.lineTo(80,80);//第3点path.lineTo(80,20);//第4点path.lineTo(20,20);//第5点shape.holes.push(path);//设置内轮廓

// 轮廓对象1var shape=new THREE.Shape();shape.arc(-50,0,30,0,2*Math.PI);// 轮廓对象2var shape2=new THREE.Shape();shape2.arc(50,0,30,0,2*Math.PI);// 轮廓对象3var shape3=new THREE.Shape();shape3.arc(0,50,30,0,2*Math.PI);// 多个shape作为元素组成数组,每一个shpae可以理解为一个要填充的轮廓var geometry = new THREE.ShapeGeometry([shape,shape2,shape3], 30);

// 河南边界轮廓坐标let arr = [[110.3906, 34.585],[110.8301, 34.6289],.........[110.6543, 34.1455],[110.4785, 34.2334],[110.3906, 34.585]]var points = [];// 转化为Vector2构成的顶点数组arr.forEach(elem => {points.push(new THREE.Vector2(elem[0],elem[1]))});// 样条曲线生成更多的点var SplineCurve = new THREE.SplineCurve(points)var shape = new THREE.Shape(SplineCurve.getPoints(300));// var shape = new THREE.Shape(points);var geometry = new THREE.ShapeGeometry(shape);geometry.center();//几何体居中geometry.scale(30,30,30);//几何体缩放var material = new THREE.MeshPhongMaterial({color: 0x0000ff,side: THREE.DoubleSide //两面可见}); //材质对象var mesh = new THREE.Mesh(geometry, material); //网格模型对象

8.8 拉伸扫描成型ExtrudeGeometry

构造函数ExtrudeGeometry()和ShapeGeometry一样是利用Shape对象生成几何体对象,区别在于ExtrudeGeometry()可以利用2D轮廓生成3D模型, 如果你使用任何三维软件都知道可以先绘制一个二维的轮廓图,然后拉伸成型得到三维模型。ExtrudeGeometry()第二个参数是拉伸参数,数据类型是对象, 属性amount表示拉伸长度,bevelEnabled表示拉伸是否产生倒角,其它参数见下表。

构造函数ExtrudeGeometry()拉伸参数

/*** 创建拉伸网格模型*/var shape = new THREE.Shape();/**四条直线绘制一个矩形轮廓*/shape.moveTo(0,0);//起点shape.lineTo(0,100);//第2点shape.lineTo(100,100);//第3点shape.lineTo(100,0);//第4点shape.lineTo(0,0);//第5点var geometry = new THREE.ExtrudeGeometry(//拉伸造型shape,//二维轮廓//拉伸参数{amount:120,//拉伸长度bevelEnabled:false//无倒角});

通过使用点模式渲染上面的几何体,可以看出几何体拉伸的本质效果就是空间分布顶点数据的产生。

var material=new THREE.PointsMaterial({color:0x0000ff,size:5.0//点对象像素尺寸});//材质对象var mesh=new THREE.Points(geometry,material);//点模型对象scene.add(mesh);//点模型添加到场景中

拉伸和扫描一样都是三维造型建模方法,three.js提供了一个共同的构造函数来实现扫描和拉伸,对于扫描而言不需要定义amount属性设置拉伸距离,设置扫描路径即可, 定义属性extrudePath,extrudePath的值是路径THREE.CurvePath,可以通过样条曲线、贝赛尔曲线构造函数创建不规则曲线扫描轨迹。

/*** 创建扫描网格模型*/var shape = new THREE.Shape();/**四条直线绘制一个矩形轮廓*/shape.moveTo(0,0);//起点shape.lineTo(0,10);//第2点shape.lineTo(10,10);//第3点shape.lineTo(10,0);//第4点shape.lineTo(0,0);//第5点/**创建轮廓的扫描轨迹(3D样条曲线)*/var curve = new THREE.SplineCurve3([new THREE.Vector3( -10, -50, -50 ),new THREE.Vector3( 10, 0, 0 ),new THREE.Vector3( 8, 50, 50 ),new THREE.Vector3( -5, 0, 100)]);var geometry = new THREE.ExtrudeGeometry(//拉伸造型shape,//二维轮廓//拉伸参数{bevelEnabled:false,//无倒角extrudePath:curve,//选择扫描轨迹steps:50//扫描方向细分数});

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