【问题标题】:Distance based addition of points to vertices (mesh geometry)基于距离向顶点添加点(网格几何)
【发布时间】:2020-01-01 20:57:39
【问题描述】:

我的场景中有一个THREE.Geometry,其中包含超过 5,000 个顶点。我想要做的是将THREE.Points 添加到场景中仅包含几何体的网格的 3 个顶点。我想实现这样的目标:

我取了现有几何体第一个面的 3 个顶点并将它们添加到我的新几何体的顶点,该几何体应该包含 3 个顶点。我使用了THREE.PointsTHREE.PointsMaterial,但我用THREE.LineSegmentsTHREE.LineBasicMaterial 尝试了同样的事情,结果是一样的。 (除了点而不是线)。

var vertices = [
  mesh.geometry.faces[0].a,
  mesh.geometry.faces[0].b,
  mesh.geometry.faces[0].c
];


vertices.forEach( function(vId,i){
  vertices[i].index = i;
  vertices[i] = mesh.geometry.vertices[vId].clone();
  vertices[i].l2w = mesh.localToWorld(vertices[i].clone());
  vertices[i].id = vId;
  vertices[i].distance = vertices[i].l2w.distanceTo(camera.position);

})


var plane_geom = new THREE.Geometry();
plane_geom.vertices.push(vertices[0]);
plane_geom.vertices.push(vertices[1]);
plane_geom.vertices.push(vertices[2]);


plane_geom.verticesNeedUpdate = true;
plane_geom.elementsNeedUpdate = true;
plane_geom.computeVertexNormals();


var pointsMaterial2 = new THREE.PointsMaterial({
  size: 2,
  color: "red"
});

var plane_mesh =  new THREE.Points( plane_geom, pointsMaterial2 );
 scene.add( plane_mesh );


mesh.geometry.dispose();
mesh.material.dispose();
scene.remove( mesh);

我的初始几何是全局定义的,是加载的 STL 对象的几何,类型为THREE.Geometry。具有此几何形状的网格会在 init 函数中添加到场景中。几何对象如下所示:

__directGeometry: Object { vertices: (30006) […], normals: (30006) […], 
colors: (30006) […], … }
__bufferGeometry: Object { uuid: "10EE834D-B19E-4C27-B831-F484D908DB06",                   
name: "", type: "BufferGeometry", … }
_listeners: Object { dispose: (1) […] }
boundingBox: Object { min: {…}, max: {…} }
boundingSphere: Object { center: {…}, radius: 135.73491999459804 }
colors: Array []
colorsNeedUpdate: false
elementsNeedUpdate: false
faceVertexUvs: Array [ [] ]
faces: Array(10002) [ {…}, {…}, {…}, … ]
groupsNeedUpdate: false
id: 2
lineDistances: Array []
lineDistancesNeedUpdate: false
morphNormals: Array []
morphTargets: Array []
name: ""
normalsNeedUpdate: false
skinIndices: Array []
skinWeights: Array []
type: "Geometry"
uuid: "0EB01FF3-E9BF-4CAD-AA97-5EC2933F0D9C"
uvsNeedUpdate: false
vertices: Array(5003) [ {…}, {…}, {…}, … ]
verticesNeedUpdate: false

将带有新几何体的新网格plane_mesh 添加到场景后,将显示几何体的所有点(每个顶点上)(超过 5,000 个点)。但是,如果我从场景中处理初始网格,我只能看到 3 个点。当打印出plane_mesh 时,一切看起来都很正常,并且网格只包含 3 个顶点...... 经过大量的试验和错误,我意识到所有的操作都是在初始网格上执行的。只有在处理完网格后,plane_mesh 才会添加到场景中。

任何帮助将不胜感激!

【问题讨论】:

    标签: javascript three.js geometry mesh


    【解决方案1】:

    您可以为三角形创建一次几何图形,然后通过从原始几何图形复制它们来更改其顶点的值。这里只是一个概念(r108):

    var scene = new THREE.Scene();
    var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.set(0, 0, 10);
    var renderer = new THREE.WebGLRenderer({
      antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);
    
    var geom = new THREE.PlaneBufferGeometry(10, 10, 4, 4);
    var mat = new THREE.MeshBasicMaterial({
      color: "aqua",
      wireframe: true
    });
    var mesh = new THREE.Mesh(geom, mat);
    scene.add(mesh);
    
    var pointsGeom = new THREE.BufferGeometry().setFromPoints([
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3()
    ]);
    var pointsMat = new THREE.PointsMaterial({
      size: 1,
      color: "red"
    });
    var points = new THREE.Points(pointsGeom, pointsMat);
    scene.add(points);
    
    setInterval(() => {
      let faces = geom.index.count / 3;
      let face = THREE.Math.randInt(0, faces - 1);
    
      setTriangle(face);
    
    }, 1000);
    
    var v3 = new THREE.Vector3(); // temp vector
    
    function setTriangle(face) {
    
      for (let i = 0; i < 3; i++) {
        v3.fromBufferAttribute(geom.attributes.position, geom.index.getX(face * 3 + i));
        pointsGeom.attributes.position.setXYZ(i, v3.x, v3.y, v3.z);
      }
    
      pointsGeom.attributes.position.needsUpdate = true;
    
    }
    
    renderer.setAnimationLoop(() => {
      renderer.render(scene, camera)
    });
    body {
      overflow: hidden;
      margin: 0;
    }
    &lt;script src="https://threejs.org/build/three.min.js"&gt;&lt;/script&gt;

    【讨论】:

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