今天将要介绍的是 CylinderGeometry 几何体。这也是一种非常简单的三维几何体,你甚至不需要指定任何参数就能创建出一个圆柱体。下面给出了常用的几个属性:
属性 | 描述 |
---|---|
radiusTop | 可选。此属性定义圆柱体顶部圆半径。默认值是 20 |
radiusBottom | 可选。此属性定义圆柱体底部圆半径。默认值是 20 |
height | 可选。此属性定义圆柱体的高度。默认值是 100 |
radiusSegments | 可选。此属性定义圆柱体的上下部的圆截面分成多少段。默认值是 8 |
heightSegments | 可选。此属性定义圆柱体竖直方向上分成多少段。默认值是 1 |
openEnded | 可选。此属性定义圆柱体的顶部和底部是否为打开。默认值是 false |
对于上表中提到的相关参数,想必不用多说,你也应该很清楚他们的含义和用法了,下面给出完整示例,代码如下:
<!DOCTYPE html>
<html>
<head>
<title>示例 05.06 - CylinderGeometry</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 box;
//var sphere;
var cylinder;
//var plane;
var meshMaterial;
var ambientLight;
var spotLight;
//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);
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.radiusTop = 10;
this.radiusBottom = 10;
this.height = 20;
this.radiusSegments = 16;
this.heightSegments = 4;
this.openEnded = true;
this.thetaStart = 0;
this.thetaLength = 2 * Math.PI;
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'radiusTop', -10, 50, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'radiusBottom', -10, 50, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'height', 1, 50, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'radiusSegments', 2, 20, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'heightSegments', 1, 20, 1).onChange(function(e){updateMesh()});
gui.add(guiParams, 'openEnded').onChange(function(e){updateMesh()});
gui.add(guiParams, 'thetaStart', 0, Math.PI, 0.01).onChange(function(e){updateMesh()});
gui.add(guiParams, 'thetaLength', 0, 2 * Math.PI, 0.01).onChange(function(e){updateMesh()});
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 instanceof THREE.Mesh || mesh instanceof THREE.Line) && mesh != ground) {
//mesh.rotation.x = step;
mesh.rotation.y = step;
//mesh.rotation.z = step;
}
});
}
function updateMesh() {
scene.remove(cylinder);
// 定义 cylinder
var cylinderGeometry = new THREE.CylinderGeometry(guiParams.radiusTop, guiParams.radiusBottom, guiParams.height, guiParams.radiusSegments, guiParams.heightSegments, guiParams.openEnded, guiParams.thetaStart, guiParams.thetaLength);
cylinder = new THREE.SceneUtils.createMultiMaterialObject(cylinderGeometry, meshMaterial);
cylinder.children[1].castShadow = true; // cylinder.children[0] 的材质是 MeshNormalMaterial,不能投射阴影
cylinder.position.set(0, guiParams.height / 2 + 3, 0);
scene.add(cylinder);
}
</script>
</body>
</html>
需要注意的是,圆柱体的顶部和底部半径可以设置为负数。如果这样设置的话,你就可以创建出一个类似沙漏的图形了。
未完待续···