项目中有一个电子围栏的需求,之前已经通过点,线,面的博文中的代码实现了多变形电子围栏的绘制.圆形的还未实现,未了达到与之前样式统一,因此无法通过three.js的管道来实现.
ThreeBSP
three.js本身并没有提供用于几何体布尔运算的构造函数,需要借助一个库ThreeBSP.js实现。几何体的布尔运算可以借助数学中学习的差集、并集、交集概念去理解, 几何体之间的运算本质上就是两个顶点集合的运算,具体运算的算法可以查看计算几何学的理论内容,多数的三维软件基本都有布尔运算的相关命令, 尤其是机械类的三维建模软件,对于计算机辅助设计有兴趣的可以多研究。
绘制一个外圆内方的铜钱
绘制一个简易铜钱形状几何体很简单,绘制一个扁圆柱减去一个立方体就可以。
/*** 创建网格模型*///几何体对象var cylinder = new THREE.CylinderGeometry(50,50,5,40);//圆柱var box = new THREE.BoxGeometry(40,5,40);//立方体//材质对象var material=new THREE.MeshPhongMaterial({color:0x0000ff});//网格模型对象var cylinderMesh=new THREE.Mesh(cylinder,material);//圆柱var boxMesh=new THREE.Mesh(box,material);//立方体//包装成ThreeBSP对象var cylinderBSP = new ThreeBSP(cylinderMesh);var boxBSP = new ThreeBSP(boxMesh);var result = cylinderBSP.subtract(boxBSP);//ThreeBSP对象转化为网格模型对象var mesh = result.toMesh();scene.add(mesh);//网格模型添加到场景中
网格Mesh模型对象作为构造函数ThreeBSP()的参数,可以把three.js的普通Mesh模型包装为ThreeBSP对象,表示对应Mesh对象的ThreeBSP对象可以进行布尔运算 ,计算结果在执行toMesh()方法可以把ThreeBSP对象重新转化为Mesh对象。
布尔计算方法
| 方法 | 作用 |
|---|---|
| intersrct | 交集、重合的部分 |
| union | 并集、组合、相加 |
| subtract | 差集、相减 |
绘制圆形电子围栏
经过上面的一些内容,我们可以通过2个圆柱形,通过差集相减的方法来获取一个环形圆柱体,底部加入一个圆形底座,就完成了圆形电子围栏
/*** 创建网格模型*/let textureLoader = new THREE.TextureLoader();let texture = textureLoader.load('./images/danger_wall.png');texture.wrapS = THREE.RepeatWrapping; //水平方向如何包裹texture.wrapT = THREE.RepeatWrapping; // 垂直方向如何包裹// uv两个方向纹理重复数量、看板中重复数量texture.repeat.set(15, 1);var smallCylinderGeom = new THREE.CylinderGeometry(40, 35, 100, 100, 14); //- 中心小圆var largeCylinderGeom = new THREE.CylinderGeometry(40, 40, 10, 100, 4); //- 外圆var smallCylinderBSP = new ThreeBSP(smallCylinderGeom); //- 中心圆bsp对象var largeCylinderBSP = new ThreeBSP(largeCylinderGeom); //- 外圈圆bsp对象var intersectionBSP = largeCylinderBSP.subtract(smallCylinderBSP); //- 获取差集var redMaterial = new THREE.MeshBasicMaterial({ //- 设置空心圆柱体的样式map: texture,transparent: true,opacity: 1})var hollowCylinder = intersectionBSP.toMesh(redMaterial); //- 添加样式hollowCylinder.position.y += 5; //- 由于高度为10,翻转后有5的值在基准坐标之下,所以做Y轴校准scene.add(hollowCylinder); //- 添加到场景中//- 添加底座var geometry = new THREE.CircleGeometry(40, 100);var material = new THREE.MeshBasicMaterial({color: 0xFF0018,side: THREE.DoubleSide,transparent: true,opacity: 0.1});var circle = new THREE.Mesh(geometry, material);circle.rotateX(Math.PI / 2)scene.add(circle);
显示效果:
完整代码:
<!DOCTYPE html><html lang="en"><head><meta charset="UTF-8"><title>绘制空心圆柱体</title><style>body {margin: 0;overflow: hidden;/* 隐藏body窗口区域滚动条 */}</style><!--引入three.js三维引擎--><script src="./js-r119/three.js"></script><script src="./js-r119/controls/OrbitControls.js"></script><script src='./js-r119/libs/tween.min.js'></script><!-- <script src='./js-r119/libs/stats.min.js'></script> --><script src="https://johnson2heng.github.io/three.js-demo/lib/threebsp.js"></script></head><body><script>/*** 创建场景对象Scene*/var scene = new THREE.Scene();/*** 创建网格模型*/let textureLoader = new THREE.TextureLoader();let texture = textureLoader.load('./images/danger_wall.png');texture.wrapS = THREE.RepeatWrapping; //水平方向如何包裹texture.wrapT = THREE.RepeatWrapping; // 垂直方向如何包裹// uv两个方向纹理重复数量、看板中重复数量texture.repeat.set(15, 1);var smallCylinderGeom = new THREE.CylinderGeometry(40, 35, 100, 100, 14); //- 中心小圆var largeCylinderGeom = new THREE.CylinderGeometry(40, 40, 10, 100, 4); //- 外圆var smallCylinderBSP = new ThreeBSP(smallCylinderGeom); //- 中心圆bsp对象var largeCylinderBSP = new ThreeBSP(largeCylinderGeom); //- 外圈圆bsp对象var intersectionBSP = largeCylinderBSP.subtract(smallCylinderBSP); //- 获取差集var redMaterial = new THREE.MeshBasicMaterial({ //- 设置空心圆柱体的样式map: texture,transparent: true,opacity: 1})var hollowCylinder = intersectionBSP.toMesh(redMaterial); //- 添加样式hollowCylinder.position.y += 5; //- 由于高度为10,翻转后有5的值在基准坐标之下,所以做Y轴校准scene.add(hollowCylinder); //- 添加到场景中//- 添加底座var geometry = new THREE.CircleGeometry(40, 100);var material = new THREE.MeshBasicMaterial({color: 0xFF0018,side: THREE.DoubleSide,transparent: true,opacity: 0.1});var circle = new THREE.Mesh(geometry, material);circle.rotateX(Math.PI / 2)scene.add(circle);/*** 光源设置*///点光源var point = new THREE.PointLight(0xffffff);point.position.set(400, 200, 300); //点光源位置scene.add(point); //点光源添加到场景中//环境光var ambient = new THREE.AmbientLight(0x444444);scene.add(ambient);/*** 相机设置*/var width = window.innerWidth; //窗口宽度var height = window.innerHeight; //窗口高度var k = width / height; //窗口宽高比var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大//创建相机对象var camera = new THREE.PerspectiveCamera(45, width / height, 0.25, 1000)camera.position.set(200, 300, 200); //设置相机位置camera.lookAt(scene.position); //设置相机方向(指向的场景对象)/*** 创建渲染器对象*/var renderer = new THREE.WebGLRenderer();renderer.setSize(width, height);//设置渲染区域尺寸renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色document.body.appendChild(renderer.domElement); //body元素中插入canvas对象// 辅助坐标系 参数250表示坐标系大小,可以根据场景大小去设置let axisHelper = new THREE.AxisHelper(250);scene.add(axisHelper);// 获取与射线相交的对象数组function getIntersects(event) {event.preventDefault();// console.log("event.clientX:" + event.clientX)// console.log("event.clientY:" + event.clientY)// 声明 raycaster 和 mouse 变量var raycaster = new THREE.Raycaster();var mouse = new THREE.Vector2();// 通过鼠标点击位置,计算出 raycaster 所需点的位置,以屏幕为中心点,范围 -1 到 1mouse.x = (event.clientX / window.innerWidth) * 2 - 1;mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;//通过鼠标点击的位置(二维坐标)和当前相机的矩阵计算出射线位置raycaster.setFromCamera(mouse, camera);// 获取与raycaster射线相交的数组集合,其中的元素按照距离排序,越近的越靠前var intersects = raycaster.intersectObjects(scene.children);//返回选中的对象数组return intersects;}/*** 点击模型对象把镜头拉近*///- 添加鼠标对视觉相机的操作var controls = new THREE.OrbitControls(camera, renderer.domElement);//- 渲染函数function render() {//执行渲染操作 指定场景、相机作为参数renderer.render(scene, camera);requestAnimationFrame(render)TWEEN.update();controls.update();}render();</script></body></html>
