当前位置: 移动技术网 > IT编程>开发语言>JavaScript > javascript 3d网页 简单的 图形界面 搭建几何体 示例 ( three.js r114 初探 五)

javascript 3d网页 简单的 图形界面 搭建几何体 示例 ( three.js r114 初探 五)

2020年03月22日  | 移动技术网IT编程  | 我要评论
1 完整代码下载 https://pan.baidu.com/s/1jjyvcp2kqxsd5g6eaypghq 提取码 3fzt (压缩包名: 2020-3-20-demo.zip) 
 
2 图片展示
 
3 主要代码
  1 /** handcreate 简单的 图形界面 搭建几何体
  2     constructor:
  3     params:
  4     prototype:
  5     method:
  6 */
  7 class handcreate{
  8     
  9     constructor(func, view, three){
 10         this.func = func;
 11         this.view = view;
 12         this.three = three;
 13         this.size = 1;
 14         this.color = 0xdcdcdc;
 15         this.target = {};
 16         this.isoldaddmesh = true;
 17         
 18         this.group = new three.group();
 19         this.three.scene.add(this.group);
 20         this.group.name = "group_handcreate";
 21         
 22         this.raycaster = {
 23             raycaster:new three.raycaster(),
 24             vector2:new three.vector2(),
 25             childrens:[],
 26             result:[]
 27         }
 28         this.raycaster.raycaster.far = 100;
 29         
 30         this.materials = this.initmaterials();
 31         this.geometrys = this.initgeometrys();
 32         this.lands();
 33         this.controls();
 34         this.initgui();
 35     }
 36     
 37     initmaterials(){
 38         return new map([
 39             [0, new three.meshbasicmaterial({color:this.color})], 
 40             [1, new three.meshlambertmaterial({color:this.color})], 
 41             [2, new three.meshstandardmaterial({color:this.color})] 
 42         ]);
 43     }
 44     
 45     initgeometrys(){
 46         
 47         var geometrys = new map([
 48             [0, new three.boxgeometry(this.size, this.size, this.size, 1, 1, 1)],
 49             [1, new three.spheregeometry(this.size/2, 8, 6, 0, math.pi * 2, 0, math.pi)],
 50         ]);
 51         
 52         for(let k = 0; k < geometrys.size; k++){
 53             this.createshowmesh(k, new three.mesh(geometrys.get(k), this.materials.get(0)));
 54         }
 55         
 56         return geometrys;
 57         
 58     }
 59     
 60     initgui(){
 61         var g_c = ()=>{this.update();}
 62         new this.view.gui(
 63             {
 64                 translate:()=>{this.transformcontrol.setmode("translate")}, 
 65                 rotate:()=>{this.transformcontrol.setmode("rotate")}, 
 66                 scale:()=>{this.transformcontrol.setmode("scale")}
 67             }, 
 68             "控制类型(平移,旋转,缩放)"
 69         )
 70         .create(this, "isoldaddmesh", "是否添加共享物体").change(g_c)
 71     }
 72     
 73     addtarget(mesh){//当前物体
 74         if(this.target.mesh === mesh) return;
 75         
 76         this.removetarget(mesh);
 77         this.transformcontrol.attach(mesh);
 78         
 79         var upd = ()=>{this.update();}
 80         
 81         this.target.gui = new this.view.gui(mesh.material, "wireframe", "修改材质-"+mesh.material.type).change(upd);
 82 
 83         let g_rc, g_s = mesh.geometry.parameters; //克隆的物体没有 parameters 属性
 84         switch(mesh.geometry.type){
 85             case "boxgeometry" :
 86                 //g_s = {g_s.width, g_s.height, g_s.depth, g_s.widthsegments, g_s.heightsegments, g_s.depthsegments}
 87                 g_rc = {width:[0.1, 10, 0.1], height:[0.1, 10, 0.1], depth:[0.1, 10, 0.1], widthsegments:[1, 30, 1], heightsegments:[1, 30, 1], depthsegments:[1, 30, 1]}
 88                 this.target.gui.create(g_s, g_rc, "修改几何体-"+mesh.geometry.type)
 89                 .change(()=>{
 90                     this.updategeometry(mesh, new three.boxgeometry(g_s.width, g_s.height, g_s.depth, g_s.widthsegments, g_s.heightsegments, g_s.depthsegments));
 91                     upd();
 92                 })
 93                 
 94             break;
 95             
 96             case "spheregeometry" :
 97                 let pi2 = math.pi * 2;
 98                 g_rc = {radius:[0.5, 10, 0.1], widthsegments:[1, 30, 1], heightsegments:[1, 30, 1], phistart:[0, pi2, 0.1], philength:[0, pi2, 0.1], thetastart:[0, pi2, 0.1], thetalength:[0, pi2, 0.1]}
 99                 this.target.gui.create(g_s, g_rc, "修改几何体-"+mesh.geometry.type)
100                 .change(()=>{
101                     this.updategeometry(mesh, new three.spheregeometry(g_s.radius, g_s.widthsegments, g_s.heightsegments, g_s.phistart, g_s.philength, g_s.thetastart, g_s.thetalength));
102                     upd();
103                 })
104             break;
105             
106             default : break;
107         }
108         
109         this.target.mesh = mesh;
110     }
111     
112     removetarget(mesh){//移除当前物体
113         this.transformcontrol.detach(mesh);
114         if(this.target.gui){this.target.gui.remove(this.target.gui);}
115         for(let k in this.target){delete(this.target[k]);}
116     }
117     
118     lands(){//地面
119         var geometry = new three.planebuffergeometry(this.three.scenesize, this.three.scenesize);
120         geometry.rotatex( - math.pi / 2 );
121         var mesh = new three.mesh(
122             geometry,
123             new three.meshlambertmaterial({color:0x00ff00, visible:false})
124         );
125         mesh.receiveshadow = true;
126         mesh.matrixautoupdate = false;
127         this.gridhelper = new three.gridhelper(this.three.scenesize, this.three.scenesize/this.size);//每1米为一格
128         this.add(this.gridhelper, false);
129         this.add(mesh, false);
130     }
131     
132     controls(){//控件
133         //平移控件
134         var tc = new three.transformcontrols(this.three.camera, this.three.renderer.domelement);
135         tc.addeventlistener( 'dragging-changed', (e)=>{this.three.control.enabled = !e.value;});
136         tc.addeventlistener('change', ()=>{this.update();});
137         tc.addeventlistener('mousedown', ()=>{});
138         tc.addeventlistener('mouseup', ()=>{});
139         tc.addeventlistener('objectchange', ()=>{});
140         this.transformcontrol = tc;
141         this.three.scene.add(tc);
142         
143         //拖放控件
144         var dc = new three.dragcontrols(this.raycaster.childrens, this.three.camera, this.three.renderer.domelement);
145         dc.addeventlistener('hoveron', (e)=>{this.addtarget(e.object); this.update();});
146         dc.addeventlistener('hoveroff', ()=>{this.update();});
147         dc.enabled = false;
148         this.dragcontrols = dc;
149         
150         //轨道控件
151         this.three.control.addeventlistener("change", ()=>{this.update()});
152         //this.three.control.addeventlistener( 'start', ()=>{});
153         //this.three.control.addeventlistener( 'end', ()=>{});
154     }
155     
156     add(mesh, ischildrens){//添加
157         if(!mesh){return;}
158         this.group.add(mesh);
159         if(ischildrens !== false){this.raycaster.childrens.push(mesh);}
160         this.update();
161         return mesh;
162     }
163     
164     remove(mesh, group){//移除物体
165         if(!mesh){return;}
166         let arr = group || this.group, k = this.raycaster.childrens.indexof(mesh);
167         if(k !== -1){this.raycaster.childrens.splice(k, 1);}
168         arr.remove(mesh);
169         mesh.geometry.dispose();
170     }
171     
172     addmesh(gkey, mkey, ischildrens){//添加物体
173         let g = gkey || 0, m = mkey || 0, mesh;
174         if(this.isoldaddmesh === true){
175             mesh = new three.mesh(this.geometrys.get(g), this.materials.get(m));
176         }else{
177             mesh = new three.mesh(this.geometrys.get(g), this.materials.get(m).clone());
178         }
179         return this.add(mesh, ischildrens);
180     }
181     
182     addwireframe(geometry){//添加网格辅助线
183         var wireframe = new three.wireframegeometry(geometry);
184         var line = new three.linesegments(wireframe);
185         line.material.depthtest = false;
186         line.material.opacity = 0.25;
187         line.material.transparent = true;
188         return line;
189     }
190     
191     createshowmesh(elemid, mesh){//物体选项
192         if(!mesh){return;}
193         if(!this.minscenedom){
194             this.minscenedom = this.view.add(document.body, "div", null, "showmesh box-scroll-block");
195             this.view.addevent(this.minscenedom, 'mousedown', (e)=>{
196                 let key = parseint(e.target.id);
197                 if(typeof(key) !== "number" || isnan(key) === true){return;}
198                 this.addmesh(key, 0);
199             });
200         }
201         var scene = new three.scene();
202         scene.background = new three.color("black");
203         var camera = new three.perspectivecamera(45, 100/100, 0.1, 10);
204         camera.position.set(0, 1, 2);
205         camera.lookat(0, 0, 0);
206         var renderer = new three.webglrenderer({antialias : true});
207         renderer.setsize(100, 100);
208         renderer.domelement.id = elemid + "_showmeshid";
209         this.minscenedom.appendchild(renderer.domelement);
210         scene.add(camera, mesh);
211         mesh.material.wireframe = true;
212         mesh.matrixautoupdate = false;
213         this.update(scene, camera, renderer);
214     }
215     
216     update(scene, camera, renderer){//更新场景
217         this.three.render(scene, camera, renderer);
218     }
219     
220     updategeometry(mesh, geometry){
221         mesh.geometry.dispose();
222         mesh.geometry = geometry;
223     }
224     
225     //光线投射
226     runraycaster(x, y, recursive){
227         var c = this.raycaster;
228         c.result.length = 0;
229         c.vector2.set((x / this.view.client.w) * 2 - 1, -(y / this.view.client.h) * 2 + 1);
230         c.raycaster.setfromcamera(c.vector2, this.three.camera);
231         c.raycaster.intersectobjects(c.childrens, recursive, c.result);
232         //console.log(c.result[0]);
233     }
234     
235     //布尔运算 type = intersect    交集、重合的部分 union    并集、组合、相加 subtract    差集、相减
236     getbsp(mesha, meshb, type){
237         if(!mesha || !meshb || !type){return;}
238         var bsp_a = new threebsp(mesha);//生成threebsp对象
239         var bsp_b = new threebsp(meshb);//生成threebsp对象
240         var bsp = bsp_a[type](bsp_b);//进行 type 计算
241         var mesh = bsp.tomesh();//转换为mesh模型
242         mesh.geometry.computefacenormals();//更新模型的面
243         mesh.geometry.computevertexnormals();//更新模型的顶点
244         mesh.geometry = new three.buffergeometry().fromgeometry(mesh.geometry);//转换为 buff缓冲几何体
245         //mesh.geometry = new buffergeometry().fromgeometry(mesh.geometry);
246         mesh.material = mesha.material;//重赋值纹理
247         return mesh;
248     }
249     
250 }

 

如对本文有疑问, 点击进行留言回复!!

相关文章:

验证码:
移动技术网