说shape是平面雕刻大师一点都不为过。shade可以雕刻出各种复杂的平面,包括房子的那种什么c4d设计图纸。然后通过曲线的拉伸,将建筑立体化。
下面这里演示一个简单的使用场景:
完整代码:
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'export default (domId) => {/* ------------------------------初始化三件套--------------------------------- */const dom = document.getElementById(domId);const { innerHeight, innerWidth } = windowconst scene = new THREE.Scene();const camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 1, 2000);camera.position.set(100, 100, 100);camera.lookAt(scene.position);const renderer = new THREE.WebGLRenderer({antialias: true,// 抗锯齿alpha: false,// 透明度powerPreference: 'high-performance',// 性能// logarithmicDepthBuffer: true,// 深度缓冲})renderer.shadowMap.enabled = true;// 开启阴影renderer.shadowMap.type = THREE.PCFSoftShadowMap;// 阴影类型renderer.outputEncoding = THREE.sRGBEncoding;// 输出编码renderer.toneMapping = THREE.ACESFilmicToneMapping;// 色调映射renderer.toneMappingExposure = 1;// 色调映射曝光renderer.physicallyCorrectLights = true;// 物理正确灯光renderer.setPixelRatio(window.devicePixelRatio);// 设置像素比renderer.setSize(innerWidth, innerHeight);// 设置渲染器大小dom.appendChild(renderer.domElement);// 重置大小window.addEventListener('resize', () => {const { innerHeight, innerWidth } = windowcamera.aspect = innerWidth / innerHeight;camera.updateProjectionMatrix();renderer.setSize(innerWidth, innerHeight);})/* ------------------------------初始化工具--------------------------------- */const controls = new OrbitControls(camera, renderer.domElement) // 相机轨道控制器controls.enableDamping = true // 是否开启阻尼controls.dampingFactor = 0.05// 阻尼系数controls.panSpeed = -1// 平移速度const axesHelper = new THREE.AxesHelper(10);scene.add(axesHelper);/* ------------------------------正题--------------------------------- */// Shape表示一个平面多边形轮廓const shape = new THREE.Shape();shape.moveTo(10, 0);// 移动到指定点shape.lineTo(100, 0);//.currentPoint变为(100, 0)shape.lineTo(100, 100);//.currentPoint变为(100, 100)shape.lineTo(10, 100);//.currentPoint变为(10, 100)// 创建空// Shape内孔轮廓const path1 = new THREE.Path();// 圆孔1path1.absarc(20, 20, 10);const path2 = new THREE.Path();// 圆孔2path2.absarc(80, 20, 10);const path3 = new THREE.Path();// 方形孔path3.moveTo(50, 50);path3.lineTo(80, 50);path3.lineTo(80, 80);path3.lineTo(50, 80);//三个内孔轮廓分别插入到holes属性中shape.holes.push(path1, path2, path3);const geometry = new THREE.ExtrudeGeometry(shape, {depth: 20,//拉伸长度bevelEnabled: false,//禁止倒角curveSegments: 50,});const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });const mesh = new THREE.Mesh(geometry, material);scene.add(mesh);console.log('currentPoint', shape.currentPoint);/* ------------------------------动画函数--------------------------------- */const animation = () => {controls.update();// 如果不调用,就会很卡renderer.render(scene, camera);requestAnimationFrame(animation);}animation();
}