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【Three.js】八、three.js几何体的组合与合并
- 一、几何体的组合
- 二、几何体的合并
一、几何体的组合
THREE.Group()可用来创建一个组,每一组中可包含多个对象,可对这些对象进行整体的调整,也可以单独调整组中的某个对象。使用add方法即可向组中添加对象。
示例:
import '../../stylus/index.styl'
import * as THREE from 'three'
import * as dat from 'dat.gui'
import {initTrackballControls, initThree, initStats} from "../../util/util";function init(){let stats = initStats();let {camera, scene, renderer} = initThree();let spotLight = new THREE.SpotLight(0xffffff);spotLight.position.set(0, 30, 50);spotLight.castShadow = true;spotLight.shadow.mapSize.set(2048, 2048);scene.add(spotLight);let axes = new THREE.AxesHelper(20);scene.add(axes);let planeGeometry = new THREE.PlaneBufferGeometry(60, 40, 1,1);let planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});let plane = new THREE.Mesh(planeGeometry, planeMaterial);plane.rotation.x = -0.5*Math.PI;plane.receiveShadow = true;scene.add(plane);let cubeGeometry = new THREE.BoxBufferGeometry(5,5,5,5,5,5);let cubeMaterial = new THREE.MeshStandardMaterial({color: 0x00ffff});let cube1 = new THREE.Mesh(cubeGeometry, cubeMaterial);cube1.position.set(-6, 5, 0);let cube2 = new THREE.Mesh(cubeGeometry, cubeMaterial);cube2.position.set(6, 5, 5);let group = new THREE.Group();group.add(cube1, cube2);scene.add(group);let gui = new dat.GUI();let cube1GUI = gui.addFolder('cube1');let cube2GUI = gui.addFolder('cube2');let groupGUI = gui.addFolder('group');let cube1Controls = {positionX: cube1.position.x,positionY: cube1.position.y,positionZ: cube1.position.z,scale: 1};let cube2Controls = {positionX: cube2.position.x,positionY: cube2.position.y,positionZ: cube2.position.z,scale: 1};let groupControls = {positionX: group.position.x,positionY: group.position.y,positionZ: group.position.z,scale: 1};cube1GUI.add(cube1Controls, 'positionX', -10, -6);cube1GUI.add(cube1Controls, 'positionY', 5, 10);cube1GUI.add(cube1Controls, 'positionZ', 0, 10);cube1GUI.add(cube1Controls, 'scale', 0, 3);cube2GUI.add(cube2Controls, 'positionX', 6, 10);cube2GUI.add(cube2Controls, 'positionY', 5, 10);cube2GUI.add(cube2Controls, 'positionZ', 5, 10);cube2GUI.add(cube2Controls, 'scale', 0, 3);groupGUI.add(groupControls, 'positionX', -10, 10);groupGUI.add(groupControls, 'positionY', 0, 10);groupGUI.add(groupControls, 'positionZ', -10, 10);groupGUI.add(groupControls, 'scale', 0, 3);let trackballControls = initTrackballControls(camera, renderer);function render(){stats.update();trackballControls.update();cube1.position.set(cube1Controls.positionX, cube1Controls.positionY, cube1Controls.positionZ);cube1.scale.set(cube1Controls.scale, cube1Controls.scale, cube1Controls.scale);cube2.position.set(cube2Controls.positionX, cube2Controls.positionY, cube2Controls.positionZ);cube2.scale.set(cube2Controls.scale, cube2Controls.scale, cube2Controls.scale);group.position.set(groupControls.positionX, groupControls.positionY, groupControls.positionZ);group.scale.set(groupControls.scale, groupControls.scale, groupControls.scale);requestAnimationFrame(render);renderer.render(scene, camera);}render();
}
init();
上例创建了两个立方体,并加入了一个Group中,使用右侧控制器可对这两个立方体进行位置及缩放的变化;其中group选项下可对整体进行调整,cube1/cube2分别对应一个立方体。
二、几何体的合并
通过THREE.Geometry.merge()方法可实现几何体之间的合并,一旦合并无法单独控制被合并的几何体。当页面存在大量几何体,使用合并可提高页面性能。
如下,场景中显示500个立方体,观察fps好想还可以,通过右侧控制器将cubeNumber调至10000个点击redraw,你会发现fps迅速降低至低于30fps,如果勾选merge,你会发现fps就正常了。
import '../../stylus/index.styl'
import * as THREE from 'three';
import * as dat from 'dat.gui';
import {initTrackballControls, initStats, initThree} from "../../util/util";function init () {let stats = initStats();let {scene, camera, renderer} = initThree();camera.position.set(-100, 100, 80);let cubeMaterial = new THREE.MeshNormalMaterial({transparent: true,opacity: 0.8});let addCube = () => {let cubeGeometry = new THREE.BoxGeometry(4,4,4,4);let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);cube.position.x = - 100 + Math.round(Math.random() * 200);cube.position.y = Math.round(Math.random() * 10);cube.position.z = - 100 + Math.round(Math.random() * 200);return cube;};for (let i = 0; i < 500; i++) {scene.add(addCube());}let gui = new dat.GUI();let guiControls = {cubeNumber: 500,merge: false,redraw: function () {let removeArr = [];scene.children.forEach(item => {item instanceof THREE.Mesh && removeArr.push(item);});removeArr.forEach(item => scene.remove(item));if ( this.merge ) {let geometry = new THREE.Geometry();for (let i = 0; i < this.cubeNumber; i++) {let cubeMesh = addCube();cubeMesh.updateMatrix();geometry.merge(cubeMesh.geometry, cubeMesh.matrix);}scene.add(new THREE.Mesh(geometry, cubeMaterial));} else {for (let i = 0; i < this.cubeNumber; i++) {scene.add(addCube());}}addCube();}};gui.add(guiControls, 'cubeNumber');gui.add(guiControls, 'merge');gui.add(guiControls, 'redraw');let trackballControls = initTrackballControls(camera, renderer);function render() {stats.update();trackballControls.update();requestAnimationFrame(render);renderer.render(scene, camera);}render();
}init();
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