BabylonJS - 拉伸



拉伸有助于将二维形状转换为三维体积形状。假设你想创建一个二维星形,它将具有x、y坐标,而z坐标为0。利用二维坐标进行拉伸将将其转换为三维形状。因此,二维星形通过拉伸将变成三维形状。你可以尝试不同的二维形状并将它们转换为三维形状。

语法

BABYLON.Mesh.ExtrudeShape(name, shape, path, scale, rotation, cap, scene, updatable?, sideOrientation)

参数

考虑以下拉伸参数:

  • 名称 - 网格名称。

  • 形状 - 要拉伸的形状;它是一个向量数组。

  • 路径 - 拉伸形状的路径。用于绘制形状的向量数组。

  • 缩放 - 默认值为1。缩放是缩放初始形状的值。

  • 旋转 - 在每个路径点旋转形状。

  • 封盖 - BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL。

  • 场景 - 将绘制网格的当前场景。

  • 可更新 - 默认值为false。如果设置为true,则网格将可更新。

  • 侧面方向 - 侧面方向 - 正面、背面或双面。

演示 - 使用创建线条

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs - Basic Element-Creating Scene</title>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>
   
   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         var createScene  = function() {

            var scene = new BABYLON.Scene(engine);
            scene.clearColor = new BABYLON.Color3( .5, .5, .5);

            // camera
            var camera = new BABYLON.ArcRotateCamera("camera1",  0, 0, 0, new BABYLON.Vector3(0, 0, -0), scene);
            camera.setPosition(new BABYLON.Vector3(0, 0, -10));
            camera.attachControl(canvas, true);
            // lights
            
            var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 0.5, 0), scene);
            light.intensity = 0.7;
            
            var spot = new BABYLON.SpotLight("spot", new BABYLON.Vector3(25, 15, -10), new BABYLON.Vector3(-1, -0.8, 1), 15, 1, scene);
            spot.diffuse = new BABYLON.Color3(1, 1, 1);
            spot.specular = new BABYLON.Color3(0, 0, 0);
            spot.intensity = 0.8;

            // shape
            var shape = [
               new BABYLON.Vector3(2, 0, 0),
               new BABYLON.Vector3(2, 2, 0),
               new BABYLON.Vector3(1, 2, 0),
               new BABYLON.Vector3(0, 3, 0),
               new BABYLON.Vector3(-1, 2, 0),
               new BABYLON.Vector3(-2, 2, 0),
               new BABYLON.Vector3(-2, 0, 0),
               new BABYLON.Vector3(-2, -2, 0),
               new BABYLON.Vector3(-1, -2, 0),
               new BABYLON.Vector3(0, -3, 0),
               new BABYLON.Vector3(1, -2, 0),
               new BABYLON.Vector3(2, -2, 0),
            ];
            shape.push(shape[0]);

            var shapeline = BABYLON.Mesh.CreateLines("sl", shape, scene);
            shapeline.color = BABYLON.Color3.Green();  
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

输出

以上代码行生成以下输出:

Extrusion

在上面的例子中,线条绘制在x,y坐标系中。现在让我们借助拉伸应用三维效果。为此,babylonjs有一个拉伸类,如下所述。

应用拉伸的演示

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs - Basic Element-Creating Scene</title>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>

   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         
         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            scene.clearColor = new BABYLON.Color3( .5, .5, .5);

            // camera
            var camera = new BABYLON.ArcRotateCamera("camera1",  0, 0, 0, new BABYLON.Vector3(0, 0, -0), scene);
            camera.setPosition(new BABYLON.Vector3(0, 0, -10));
            camera.attachControl(canvas, true);
            // lights
            
            var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 0.5, 0), scene);
            light.intensity = 0.7;
            
            var spot = new BABYLON.SpotLight("spot", new BABYLON.Vector3(25, 15, -10), new BABYLON.Vector3(-1, -0.8, 1), 15, 1, scene);
            spot.diffuse = new BABYLON.Color3(1, 1, 1);
            spot.specular = new BABYLON.Color3(0, 0, 0);
            spot.intensity = 0.8;
            
            var mat = new BABYLON.StandardMaterial("mat1", scene);
            mat.alpha = 1.0;
            mat.diffuseColor = new BABYLON.Color3(0.5, 0.5, 1.0);
            mat.backFaceCulling = false;

            // shape
            var shape = [
               new BABYLON.Vector3(2, 0, 0),
               new BABYLON.Vector3(2, 2, 0),
               new BABYLON.Vector3(1, 2, 0),
               new BABYLON.Vector3(0, 3, 0),
               new BABYLON.Vector3(-1, 2, 0),
               new BABYLON.Vector3(-2, 2, 0),
               new BABYLON.Vector3(-2, 0, 0),
               new BABYLON.Vector3(-2, -2, 0),
               new BABYLON.Vector3(-1, -2, 0),
               new BABYLON.Vector3(0, -3, 0),
               new BABYLON.Vector3(1, -2, 0),
               new BABYLON.Vector3(2, -2, 0),
            ];
            
            shape.push(shape[0]);
            var path = [ BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, -1) ];
            
            var shapeline = BABYLON.Mesh.CreateLines("sl", shape, scene);
            shapeline.color = BABYLON.Color3.Green();  
            
            var extruded = BABYLON.Mesh.ExtrudeShape("extruded", shape, path, 1, 0, 0, scene);

            extruded.material = mat;
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

输出

Extrusion1

PolygonMeshBuilder演示

PolygonMeshBuilder使用earcut结构,为了使其正常工作,我们需要一个额外的文件,可以从cdn (https://unpkg.com/[email protected]/dist/earcut.min.js) 或npm包(https://github.com/mapbox/earcut#install)获取。

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs - Basic Element-Creating Scene</title>
      <script src="https://unpkg.com/[email protected]/dist/earcut.min.js"></script>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>

   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         
         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            scene.clearColor = new BABYLON.Color3(0, 0, 1);
            
            var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI/2, Math.PI/4, 25, BABYLON.Vector3.Zero(), scene);
            camera.attachControl(canvas, true);

            var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
            light.intensity = 0.5;

            var corners = [ 
               new BABYLON.Vector2(4, 0),
               new BABYLON.Vector2(3, 1),
               new BABYLON.Vector2(2, 3),
               new BABYLON.Vector2(2, 4),
               new BABYLON.Vector2(1, 3),
               new BABYLON.Vector2(0, 3),
               new BABYLON.Vector2(-1, 3),
               new BABYLON.Vector2(-3, 4),
               new BABYLON.Vector2(-2, 2),
               new BABYLON.Vector2(-3, 0),
               new BABYLON.Vector2(-3, -2),
               new BABYLON.Vector2(-3, -3),
               new BABYLON.Vector2(-2, -2),
               new BABYLON.Vector2(0, -2),
               new BABYLON.Vector2(3, -2),
               new BABYLON.Vector2(3, -1),	
            ];

            var hole = [ 
               new BABYLON.Vector2(1, -1),
               new BABYLON.Vector2(1.5, 0),
               new BABYLON.Vector2(1.4, 1),
               new BABYLON.Vector2(0.5, 1.5)
            ] 

            var poly_tri = new BABYLON.PolygonMeshBuilder("polytri", corners, scene);
            poly_tri.addHole(hole);
            var polygon = poly_tri.build(null, 0.5);
            polygon.position.y = + 4;

            var poly_path = new BABYLON.Path2(2, 0);
            poly_path.addLineTo(5, 2);
            poly_path.addLineTo(1, 2);
            poly_path.addLineTo(-5, 5);
            poly_path.addLineTo(-3, 1);
            poly_path.addLineTo(-4, -4);
            poly_path.addArcTo(0, -2, 4, -4, 100);

            var poly_tri2 = new BABYLON.PolygonMeshBuilder("polytri2", poly_path, scene);
            poly_tri2.addHole(hole);
            
            var polygon2 = poly_tri2.build(false, 0.5); //updatable, extrusion depth - both optional
            polygon2.position.y = -4;
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

输出

Polygonmeshbuilder

语法

以下是PolygonMeshBuilder的语法:

var poly_tri2 = new BABYLON.PolygonMeshBuilder("polytri2", poly_path, scene);
babylonjs_parametric_shapes.htm
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