这个问题更多的是关于数学,而不是大约三个,但也许我的问题有可用的替代品。
所以我想要做的就是遍历Box Geometry中的每个顶点并检查它是否必须向下/向上移动然后按特定值移动它。 (它只是关于每个顶点的y值)
var width = 200,
height = 100,
depth = 50;
var roundCornerWidth = var roundCornerHeight = 10;
var helpWidth = width - 2*roundCornerWidth,
helpHeight = height - 2*roundCornerHeight;
var boxGeometry = new THREE.BoxGeometry(width, height, depth, 100, 50, 10);
boxGeometry.vertices.forEach(v => {
if(Math.abs(v.x)>helpWidth/2){
if(Math.abs(v.y)>helpHeight/2){
let helper = Math.abs(v.x)-helperWidth/2;
v.y = Math.sign(v.y)*(helperHeight + Math.cos(helper/roundWidth * Math.PI/2)*roundHeight);
}
}
});
上面的代码会像您在示例图像上看到的那样创建角落。那些不是那么漂亮! :(另一个"功能"需要cos()
。
答案 0 :(得分:1)
我使用了没有三角函数的方法,因为我们可以用向量来操作:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(50, 50, 150);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var radius = 10;
var width = 200,
height = 100;
var geometry = new THREE.BoxGeometry(width, height, 50, 100, 50, 10);
var v1 = new THREE.Vector3();
var w1 = (width - (radius * 2)) * 0.5,
h1 = (height - (radius * 2)) * 0.5;
var vTemp = new THREE.Vector3(),
vSign = new THREE.Vector3(),
vRad = new THREE.Vector3();
geometry.vertices.forEach(v => {
v1.set(w1, h1, v.z);
vTemp.multiplyVectors(v1, vSign.set(Math.sign(v.x), Math.sign(v.y), 1));
vRad.subVectors(v, vTemp);
if (Math.abs(v.x) > v1.x && Math.abs(v.y) > v1.y && vRad.length() > radius) {
vRad.setLength(radius).add(vTemp);
v.copy(vRad);
}
});
var mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}

body {
overflow: hidden;
margin: 0;
}

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/90/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
&#13;
缺点:您无法在不增加宽度或高度或深度段的情况下控制圆度的平滑度。
答案 1 :(得分:-1)
编辑:从prisoner849复制了周围的代码块,为每个人创建了结果可访问性。
我想继续使用Geometry框,因为我也在z轴上变形Geometry,所以这是我的解决方案:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(50, 50, 150);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var width = 200,
height = 100,
depth = 50;
var roundCornerWidth = roundCornerHeight = 10;
var helpWidth = width - 2*roundCornerWidth,
helpHeight = height - 2*roundCornerHeight;
var boxGeometry = new THREE.BoxGeometry(width, height, depth, 100, 50, 10);
boxGeometry.vertices.forEach(v => {
if(Math.abs(v.x)>helpWidth/2){
if(Math.abs(v.y)>helpHeight/2){
let helperX = Math.abs(v.x)-helpWidth/2;
let helperY2 = (Math.abs(v.y)-helpHeight/2)/roundCornerHeight;
let helperY = (1-helperX/roundCornerWidth) * roundCornerHeight * helperY2;
v.y = Math.sign(v.y)*((helpHeight/2 + helperY)+(Math.sin(helperX/roundCornerWidth * Math.PI)*(roundCornerHeight/4))*helperY2);
v.x = Math.sign(v.x)*(Math.abs(v.x)+(Math.sin(helperX/roundCornerWidth * Math.PI)*(roundCornerWidth/4))*helperY2);
}
}
});
var mesh = new THREE.Mesh(boxGeometry, new THREE.MeshBasicMaterial({
color: 0xffce00,
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/90/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
这对我来说非常合适,对我来说似乎是最简单的解决方案。