我试图在three.js中构建一个平面形状的集合。每个点都定义为一系列共面Vector3点,但形状并不都是共面的。想象一个房子的屋顶有两个扁平的长方形,但形状复杂得多。
我可以制作平面形状的物体,然后旋转并定位它们,但是由于我的形状是在三维坐标下构思的,所以将其保持在3空间中要简单得多,而形状对象并不喜欢。
是否有更直接的方法来简单地指定一个共面向量数组,并让three.js来完成剩下的工作?
发布于 2018-03-01 13:30:31
我考虑了这个问题,并提出了一个想法,当你有一组共面点,你知道平面的正常值(让我们命名为normal),你的点属于这个平面。
[0, 0, 1] (让我们将其命名为normalZ)。为此,我们使用.setFromUnitVectors() of THREE.Quaternion()找到了四元数:
变量四元数=新的THREE.Quaternion().setFromUnitVectors(normalZ,().setFromUnitVectors(normal,normalZ);quaternion应用于我们的点集THREE.Shape()对象。然后从给定的形状创建THREE.ShapeGeometry() (命名为shapeGeom),这将对我们的形状进行三角化。quaternionBack应用于他们。.vertices的shapeGeom属性。就这样。如果这对你有用,请告诉我;)
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 20, 40);
camera.lookAt(scene.position);
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);
controls.target = new THREE.Vector3(10, 0, 10);
controls.update();
var grid = new THREE.GridHelper(50, 50, 0x808080, 0x202020); // xy-grid
grid.geometry.rotateX(Math.PI * 0.5);
scene.add(grid);
var points = [ // all of them are on the xz-plane
new THREE.Vector3(5, 0, 5),
new THREE.Vector3(25, 0, 5),
new THREE.Vector3(25, 0, 15),
new THREE.Vector3(15, 0, 15),
new THREE.Vector3(15, 0, 25),
new THREE.Vector3(5, 0, 25),
new THREE.Vector3(5, 0, 5)
]
var geom = new THREE.BufferGeometry().setFromPoints(points);
var pointsObj = new THREE.Points(geom, new THREE.PointsMaterial({
color: "red"
}));
scene.add(pointsObj);
var line = new THREE.LineLoop(geom, new THREE.LineBasicMaterial({
color: "aqua"
}));
scene.add(line);
// normals
var normal = new THREE.Vector3(0, 1, 0); // I already know the normal of xz-plane ;)
scene.add(new THREE.ArrowHelper(normal, new THREE.Vector3(10, 0, 10), 5, 0xffff00)); //yellow
var normalZ = new THREE.Vector3(0, 0, 1); // base normal of xy-plane
scene.add(new THREE.ArrowHelper(normalZ, scene.position, 5, 0x00ffff)); // aqua
// 1 quaternions
var quaternion = new THREE.Quaternion().setFromUnitVectors(normal, normalZ);
var quaternionBack = new THREE.Quaternion().setFromUnitVectors(normalZ, normal);
// 2 make it parallel to xy-plane
points.forEach(p => {
p.applyQuaternion(quaternion)
});
// 3 create shape and shapeGeometry
var shape = new THREE.Shape(points);
var shapeGeom = new THREE.ShapeGeometry(shape);
// 4 put our points back to their origins
points.forEach(p => {
p.applyQuaternion(quaternionBack)
});
// 5 assign points to .vertices
shapeGeom.vertices = points;
var shapeMesh = new THREE.Mesh(shapeGeom, new THREE.MeshBasicMaterial({
color: 0x404040
}));
scene.add(shapeMesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}body {
overflow: hidden;
margin: 0;
}<script src="https://cdn.jsdelivr.net/npm/three@0.90.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.90.0/examples/js/controls/OrbitControls.js"></script>
https://stackoverflow.com/questions/49020699
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