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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] &rarr;
<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>