three.js 05-06 之 CylinderGeometry 幾何體

    今天將要介紹的是 CylinderGeometry 幾何體。這也是一種非常簡單的三維幾何體,你甚至不需要指定任何參數就能創建出一個圓柱體。下面給出了常用的幾個屬性:

屬性 描述
radiusTop 可選。此屬性定義圓柱體頂部圓半徑。默認值是 20
radiusBottom 可選。此屬性定義圓柱體底部圓半徑。默認值是 20
height 可選。此屬性定義圓柱體的高度。默認值是 100
radiusSegments 可選。此屬性定義圓柱體的上下部的圓截面分成多少段。默認值是 8
heightSegments 可選。此屬性定義圓柱體豎直方向上分成多少段。默認值是 1
openEnded 可選。此屬性定義圓柱體的頂部和底部是否爲打開。默認值是 false

對於上表中提到的相關參數,想必不用多說,你也應該很清楚他們的含義和用法了,下面給出完整示例,代碼如下:

<!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 {
            /* 設置 margin 爲 0,並且 overflow 爲 hidden,來完成頁面樣式 */
            margin: 0;
            overflow: hidden;
        }
		/* 統計對象的樣式 */
		#Stats-output {
			position: absolute;
			left: 0px;
			top: 0px;
		}
    </style>
</head>
<body>

<!-- 用於 WebGL 輸出的 Div -->
<div id="webgl-output"></div>
<!-- 用於統計 FPS 輸出的 Div -->
<div id="stats-output"></div>

<!-- 運行 Three.js 示例的 Javascript 代碼 -->
<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 抗鋸齒
		webglRender.setSize(window.innerWidth, window.innerHeight);
		webglRender.setClearColor(0xeeeeee, 1.0);
		webglRender.shadowMap.enabled = true; // 允許陰影投射
		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; // 必須是 2的冪,默認值爲 512
		spotLight.shadow.mapSize.height = 5120; // 必須是 2的冪,默認值爲 512
        spotLight.castShadow = true;
        scene.add(spotLight);
		//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);
		//scene.add(cameraHelper);
		
		// 加入一個地面
		var groundGeometry = new THREE.PlaneGeometry(100, 100, 4, 4);
		var groundMaterial = new THREE.MeshLambertMaterial({color: 0x777777}); // MeshBasicMaterial 材質不能接收陰影
		ground = new THREE.Mesh(groundGeometry, groundMaterial);
		ground.rotation.set(-0.5 * Math.PI, 0, 0); // 沿着 X軸旋轉-90°
		ground.receiveShadow = true;
		scene.add(ground);
		
		// 材質
        meshMaterial = [
			new THREE.MeshNormalMaterial({side: THREE.DoubleSide}),
			new THREE.MeshBasicMaterial({wireframe: true})
		];
		
		/** 用來保存那些需要修改的變量 */
		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;
		}
		/** 定義 dat.GUI 對象,並綁定 guiParams 的幾個屬性 */
		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();
    });
	
	/** 渲染場景 */
	function renderScene() {
		stats.update();
		rotateMesh(); // 旋轉物體
		
		requestAnimationFrame(renderScene);
		render.render(scene, camera);
	}
	
	/** 初始化 stats 統計對象 */
	function initStats() {
		stats = new Stats();
		stats.setMode(0); // 0 爲監測 FPS;1 爲監測渲染時間
		$('#stats-output').append(stats.domElement);
		return stats;
	}
	
	/** 當瀏覽器窗口大小變化時觸發 */
	function onWindowResize() {
		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();
		render.setSize(window.innerWidth, window.innerHeight);
	}
	
	/** 旋轉物體 */
	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);
		
		// 定義 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] 的材質是 MeshNormalMaterial,不能投射陰影
		cylinder.position.set(0, guiParams.height / 2 + 3, 0);
		scene.add(cylinder);
	}

</script>
</body>
</html>
    需要注意的是,圓柱體的頂部和底部半徑可以設置爲負數。如果這樣設置的話,你就可以創建出一個類似沙漏的圖形了。
未完待續···
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