使用three.js 实现 自定义绘制平面的效果
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 3, 3)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
const directionalLight = new THREE.DirectionalLight(0xffffff, 1)
directionalLight.position.set(0, 20, 0)
scene.add(directionalLight, new THREE.AmbientLight(0xffffff, 1))
/* 增加一个面 */
const plane = new THREE.PlaneGeometry(5, 5)
const material = new THREE.MeshStandardMaterial({ color: 0xffffff })
const planeMesh = new THREE.Mesh(plane, material)
planeMesh.rotation.x -= Math.PI / 2
scene.add(planeMesh)
animate()
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
// 事件
const raycaster = new THREE.Raycaster()
const getPoint = event => {
const mouse = new THREE.Vector2(
(event.offsetX / event.target.clientWidth) * 2 - 1,
-(event.offsetY / event.target.clientHeight) * 2 + 1
)
raycaster.setFromCamera(mouse, camera)
const intersects = raycaster.intersectObjects(scene.children)
if (intersects.length > 0) return intersects[0].point
}
const setPointBox = point => {
const box = new THREE.BoxGeometry(0.04, 0.04, 0.04)
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 })
const boxMesh = new THREE.Mesh(box, material)
boxMesh.position.copy(point)
scene.add(boxMesh)
}
/* 开始绘制 */
const pointList = []; let drawMesh = null; let stop = false
box.addEventListener('contextmenu', () => {
stop = true
const { indexGroup, faceGroup, uvGroup } = multShapeGroup(pointList)
if (drawMesh) updateMultShapePlaneGeometry(drawMesh.geometry, faceGroup, indexGroup, uvGroup)
})
// 移动
box.addEventListener('mousemove', (event) => {
if (stop) return
const point = getPoint(event)
if (!point || !drawMesh || pointList.length < 2) return
const { indexGroup, faceGroup, uvGroup } = multShapeGroup([...pointList, point])
updateMultShapePlaneGeometry(drawMesh.geometry, faceGroup, indexGroup, uvGroup)
})
box.addEventListener('click', (event) => {
const point = getPoint(event)
if (!point || stop) return
setPointBox(point)
point.y += 0.001
pointList.push(point)
const { indexGroup, faceGroup, uvGroup } = multShapeGroup(pointList)
if (pointList.length < 3) return
if (!drawMesh) {
const geometry = multShapePlaneGeometry(faceGroup, indexGroup, uvGroup)
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00, side: THREE.DoubleSide })
drawMesh = new THREE.Mesh(geometry, material)
scene.add(drawMesh)
}
else updateMultShapePlaneGeometry(drawMesh.geometry, faceGroup, indexGroup, uvGroup)
})
/* 处理顶点算法 */
function multShapeGroup(pList) {
const indexGroup = pList.map((_, k) => (k >= 2) ? [0, k - 1, k] : false).filter((i) => i).reduce((i, j) => [...i, ...j], [])
const faceGroup = pList.reduce((j, i) => [...j, i.x, i.y, i.z], [])
const uvMaxMin = pList.reduce((p, i) => ({ x: [...p['x'], i['x']], y: [...p['y'], i['y']], z: [...p['z'], i['z']] }), { x: [], y: [], z: [] })
// vu 点计算 二维面
const Maxp = new THREE.Vector3(Math.max(...uvMaxMin.x), Math.max(...uvMaxMin.y), Math.max(...uvMaxMin.z)) // 最大点
const Minp = new THREE.Vector3(Math.min(...uvMaxMin.x), Math.min(...uvMaxMin.y), Math.min(...uvMaxMin.z)) // 最小点
const W = Maxp.x - Minp.x
const H = Maxp.y - Minp.y
const L = W > H ? W : H // 以最大为基准
// 顶点uv计算
const uvGroup = pList.map(i => new THREE.Vector2((i.x - Minp.x) / L, (i.y - Minp.y) / L)).reduce((i, j) => [...i, ...j], [])
return { indexGroup, faceGroup, uvGroup }
}
/* 根据顶点组生成物体 */
function multShapePlaneGeometry(faceGroup, indexGroup, uvGroup) {
const geometry = new THREE.BufferGeometry()
// 因为在两个三角面片里,这两个顶点都需要被用到。
const vertices = new Float32Array(faceGroup)
// itemSize = 3 因为每个顶点都是一个三元组。
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
// 索引组 面
if (indexGroup) {
// 格式化索引面组
let indexs = new Uint16Array(indexGroup)
// 添加索引组
geometry.index = new THREE.BufferAttribute(indexs, 1)
}
// uv 是二维坐标相当于三维物体展开图
if (uvGroup) geometry.attributes.uv = new THREE.Float32BufferAttribute(uvGroup, 2)
geometry.computeVertexNormals()
return geometry
}
/* 更新顶点 */
function updateMultShapePlaneGeometry(geometry, faceGroup, indexGroup, uvGroup) {
geometry.setIndex(indexGroup)
geometry.setAttribute('position', new THREE.Float32BufferAttribute(faceGroup, 3))
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvGroup, 2))
delete geometry.attributes.normal
geometry.computeVertexNormals()
}
/**
* 名称: 绘制面
* 作者: 优雅永不过时 https://github.com/z2586300277
*/
原文地址:https://blog.csdn.net/guang2586/article/details/143358271
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