Files
farm/objects/DEMO.js
2025-05-06 15:58:04 +08:00

102 lines
3.4 KiB
JavaScript

import * as THREE from 'three';
class HexNutGeometry extends THREE.BufferGeometry {
constructor(radius = 1, height = 0.5, holeRadius = 0.6) {
super();
this.parameters = {
radius: radius,
height: height,
holeRadius: holeRadius
};
this.buildGeometry();
}
buildGeometry() {
const radius = this.parameters.radius;
const height = this.parameters.height;
const holeRadius = this.parameters.holeRadius;
const vertices = [];
const indices = [];
// 1. 定义六边形的顶点 (顶部和底部)
for (let i = 0; i < 6; i++) {
const angle = (Math.PI * 2 / 6) * i;
const x = radius * Math.cos(angle);
const y = radius * Math.sin(angle);
// 顶部顶点
vertices.push(x, y, height / 2);
// 底部顶点
vertices.push(x, y, -height / 2);
}
// 内部孔洞的顶点 (顶部和底部)
for (let i = 0; i < 32; i++) { // 使用更多分段来近似圆形
const angle = (Math.PI * 2 / 32) * i;
const x = holeRadius * Math.cos(angle);
const y = holeRadius * Math.sin(angle);
// 顶部内侧顶点
vertices.push(x, y, height / 2); // 索引从 12 开始
// 底部内侧顶点
vertices.push(x, y, -height / 2); // 索引从 12 + 32 开始
}
// 2. 定义侧面
for (let i = 0; i < 6; i++) {
const currentTop = i * 2;
const nextTop = ((i + 1) % 6) * 2;
const currentBottom = i * 2 + 1;
const nextBottom = ((i + 1) % 6) * 2 + 1;
// 两个三角形组成一个侧面
indices.push(currentTop, nextTop, currentBottom);
indices.push(nextTop, nextBottom, currentBottom);
}
// 3. 定义顶部和底部 (六边形扇面 - 注意避开中心孔洞)
// 顶部
for (let i = 0; i < 6; i++) {
const current = i * 2;
const next = ((i + 1) % 6) * 2;
// 使用孔洞边缘的顶点来创建顶部面
const holeIndex1 = 12 + i * 2;
const holeIndex2 = 12 + ((i + 1) % 32) * 2; // 注意孔洞分段数
indices.push(current, next, holeIndex1);
indices.push(next, holeIndex2, holeIndex1);
}
// 底部
for (let i = 0; i < 6; i++) {
const current = i * 2 + 1;
const next = ((i + 1) % 6) * 2 + 1;
// 使用孔洞边缘的顶点来创建底面
const holeIndex1 = 12 + 64 + i * 2;
const holeIndex2 = 12 + 64 + ((i + 1) % 32) * 2; // 注意孔洞分段数
indices.push(current, holeIndex1, next);
indices.push(holeIndex1, holeIndex2, next);
}
// 4. 定义内部孔洞的侧面
for (let i = 0; i < 32; i++) {
const currentTop = 12 + i * 2;
const nextTop = 12 + ((i + 1) % 32) * 2;
const currentBottom = 12 + 64 + i * 2;
const nextBottom = 12 + 64 + ((i + 1) % 32) * 2;
indices.push(currentTop, nextTop, currentBottom);
indices.push(nextTop, nextBottom, currentBottom);
}
this.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
this.setIndex(indices);
this.computeVertexNormals();
}
}
export { HexNutGeometry };