Geometry Shapes
Runnable three.js example: Geometry Shapes. Open the live demo, read the complete source, and copy the file into your project. No build step or API key.
single HTML file · CDN dependencies onlyinterface may contain Chinese labels
Source
<!--
说明:带孔洞的面要素用 Shape + Path 描述,挤出成薄板后仍保留内部挖空
核心逻辑:outer 轮廓加 holes 数组,ExtrudeGeometry 三角剖分自动处理环洞
依赖:three.js 0.160.0、OrbitControls · jsDelivr CDN(ESM + importmap)
-->
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta name="robots" content="noindex,follow">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>多边形要素</title>
<style>
html,body{height:100%;margin:0;background:#0d1218}
body{display:flex;flex-direction:column;overflow:hidden;
font:13px/1.6 -apple-system,"Segoe UI","PingFang SC",sans-serif;color:#e6e8ec}
.bar{flex:0 0 auto;padding:8px 12px;background:#161b22;border-bottom:1px solid #252c36;
display:flex;gap:14px;align-items:center;font-size:12px;color:#8b93a1;flex-wrap:wrap}
.bar b{color:#58a6ff;font-weight:600}
.bar button{font:inherit;font-size:12px;padding:4px 10px;border-radius:5px;cursor:pointer;
border:1px solid #303845;background:#1d2531;color:#c8d2e0}
.bar button:hover{background:#253040}
.bar .sp{flex:1 1 auto}
#stage{flex:1 1 auto;min-height:0;position:relative}
#stage canvas{display:block}
</style>
</head>
<body>
<div class="bar">
<span>面要素 <b>2</b> 个 · 含 1 个洞</span>
<button id="wire">三角剖分</button>
<button id="edge">显示边界</button>
<span class="sp"></span>
<span>拖拽旋转 · 滚轮缩放</span>
</div>
<div id="stage"></div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const stage = document.getElementById('stage');
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(stage.clientWidth, stage.clientHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
stage.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0d1218);
scene.fog = new THREE.Fog(0x0d1218, 30, 60);
const camera = new THREE.PerspectiveCamera(42, stage.clientWidth / stage.clientHeight, 0.1, 200);
camera.position.set(13, 14, 16);
const controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.enableDamping = true;
controls.maxPolarAngle = Math.PI * 0.48;
controls.update();
scene.add(new THREE.HemisphereLight(0xb6d2f2, 0x141b22, 1.5));
const sun = new THREE.DirectionalLight(0xffe9c8, 2.1);
sun.position.set(-10, 18, 8);
scene.add(sun);
const grid = new THREE.GridHelper(36, 36, 0x1e2c3a, 0x162029);
scene.add(grid);
/* 外环:半径 5 附近带起伏的闭合多边形 */
const outline = [];
for (let i = 0; i < 14; i++) {
const a = (i / 14) * Math.PI * 2;
const r = 4.6 + Math.sin(i * 2.3) * 0.55 + Math.cos(i * 1.2) * 0.35;
outline.push(new THREE.Vector2(Math.cos(a) * r, Math.sin(a) * r));
}
const shape = new THREE.Shape(outline);
/* 洞:内部挖掉的圆形水面 */
const hole = new THREE.Path();
hole.absarc(-1.2, 0.6, 1.5, 0, Math.PI * 2, true);
shape.holes.push(hole);
const plateGeo = new THREE.ExtrudeGeometry(shape, {
depth: 0.5,
bevelEnabled: false,
curveSegments: 24
});
plateGeo.rotateX(-Math.PI / 2);
plateGeo.computeVertexNormals();
const plateMat = new THREE.MeshStandardMaterial({
color: 0x4f7fa8,
roughness: 0.78,
metalness: 0.05,
flatShading: false
});
const plate = new THREE.Mesh(plateGeo, plateMat);
const model = new THREE.Group();
model.add(plate);
scene.add(model);
/* 第二个面要素:不带洞的小岛,验证同一套写法可复用 */
const islandPts = [];
for (let i = 0; i < 10; i++) {
const a = (i / 10) * Math.PI * 2;
const r = 1.4 + Math.sin(i * 1.7) * 0.3;
islandPts.push(new THREE.Vector2(Math.cos(a) * r + 6.5, Math.sin(a) * r - 5));
}
const islandGeo = new THREE.ExtrudeGeometry(new THREE.Shape(islandPts), {
depth: 0.5,
bevelEnabled: false
});
islandGeo.rotateX(-Math.PI / 2);
islandGeo.computeVertexNormals();
const island = new THREE.Mesh(
islandGeo,
new THREE.MeshStandardMaterial({ color: 0x5f8f76, roughness: 0.8 })
);
model.add(island);
/* 边界线:EdgesGeometry 只保留折角明显的边,洞的轮廓也在其中 */
const edges = new THREE.Group();
model.add(edges);
[plateGeo, islandGeo].forEach(function (g) {
const line = new THREE.LineSegments(
new THREE.EdgesGeometry(g, 25),
new THREE.LineBasicMaterial({ color: 0x9fd6ff, transparent: true, opacity: 0.55 })
);
line.visible = false;
edges.add(line);
});
let wire = false;
const wireBtn = document.getElementById('wire');
wireBtn.addEventListener('click', function () {
wire = !wire;
plateMat.wireframe = wire;
island.material.wireframe = wire;
wireBtn.textContent = wire ? '实体显示' : '三角剖分';
});
let showEdge = false;
const edgeBtn = document.getElementById('edge');
edgeBtn.addEventListener('click', function () {
showEdge = !showEdge;
edges.children.forEach(function (l) { l.visible = showEdge; });
edgeBtn.textContent = showEdge ? '隐藏边界' : '显示边界';
});
/* 慢速自转,方便看清洞的内壁与厚度 */
renderer.setAnimationLoop(function () {
model.rotation.y += 0.0016;
controls.update();
renderer.render(scene, camera);
});
window.addEventListener('resize', function () {
const w = stage.clientWidth;
const h = stage.clientHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
});
</script>
</body>
</html>
Language: the code and this page are in English; the full tutorial and API notes for this example are in Chinese. The demo itself is the authoritative version — it runs exactly as shown.