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- <!DOCTYPE html>
- <html lang="zh">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:BufferGeometry] →
- <h1>挤压缓冲几何体([name])</h1>
- <p class="desc">从一个形状路径中,挤压出一个BufferGeometry。</p>
- <iframe id="scene" src="scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
- <script>
- // iOS iframe auto-resize workaround
- if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
- const scene = document.getElementById( 'scene' );
- scene.style.width = getComputedStyle( scene ).width;
- scene.style.height = getComputedStyle( scene ).height;
- scene.setAttribute( 'scrolling', 'no' );
- }
- </script>
- <h2>代码示例</h2>
- <code>
- const length = 12, width = 8;
- const shape = new THREE.Shape();
- shape.moveTo( 0,0 );
- shape.lineTo( 0, width );
- shape.lineTo( length, width );
- shape.lineTo( length, 0 );
- shape.lineTo( 0, 0 );
- const extrudeSettings = {
- steps: 2,
- depth: 16,
- bevelEnabled: true,
- bevelThickness: 1,
- bevelSize: 1,
- bevelOffset: 0,
- bevelSegments: 1
- };
- const geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
- const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- const mesh = new THREE.Mesh( geometry, material ) ;
- scene.add( mesh );
- </code>
- <h2>构造器</h2>
- <h3>[name]([param:Array shapes], [param:Object options])</h3>
- <p>
- shapes — 形状或者一个包含形状的数组。<br />
- options — 一个包含有下列参数的对象:
- <ul>
- <li>curveSegments — int,曲线上点的数量,默认值是12。</li>
- <li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。</li>
- <li>depth — float,挤出的形状的深度,默认值为1。</li>
- <li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
- <li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为0.2。</li>
- <li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-0.1。</li>
- <li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
- <li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
- <li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。Bevels not supported for path extrusion.</li>
- <li>UVGenerator — Object。提供了UV生成器函数的对象。</li>
- </ul>
- </p>
- <p>
- 该对象将一个二维形状挤出为一个三维几何体。
- </p>
- <p>
- 当使用这个几何体创建Mesh的时候,如果你希望分别对它的表面和它挤出的侧面使用单独的材质,你可以使用一个材质数组。
- 第一个材质将用于其表面;第二个材质则将用于其挤压出的侧面。
- </p>
- <h2>属性</h2>
- <p>共有属性请参见其基类[page:BufferGeometry]。</p>
- <h3>[property:Object parameters]</h3>
- <p>
- 一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
- </p>
- <h2>方法(Methods)</h2>
- <p>共有方法请参见其基类[page:BufferGeometry]。</p>
- <h2>源代码</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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