【问题标题】:Three.js - 2D object in 3D space (by Vertices)Three.js - 3D 空间中的 2D 对象(通过 Vertices)
【发布时间】:2018-10-20 16:40:43
【问题描述】:

我有一个问题:

我有一个 3D 点数组。 如何在 3D 空间中绘制由 Vertices 给出的 2D 平面对象? 我想画线从 Points[0] 到 Points[1],从 Points[1] 到 Points[2] 等等…… 现在我有以下解决方案:

var geometry = new THREE.BufferGeometry();

var vertices = faceToTriangles( VerticesArray );  // my function

var uvs = new Float32Array([
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,

    0.0, 0.0,
    1.0, 1.0,
    0.0, 1.0
]);


geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
var material = new THREE.MeshLambertMaterial( {color: 'red' } );
material.side = THREE.DoubleSide;
var mesh = new THREE.Mesh( geometry, material );

faceToTriangles():

function faceToTriangles( VerticesArray )
{
    var Triangles = new Float32Array( (VerticesArray.length-2)*9 );

    var i = 0;
    for($v=1; $v < Face.Vertices3D.length-1; $v++)
    {
        Triangles[i++] = parseFloat(Face.Vertices3D[0].x);
        Triangles[i++] = parseFloat(Face.Vertices3D[0].y);
        Triangles[i++] = parseFloat(Face.Vertices3D[0].z);

        Triangles[i++] = parseFloat(Face.Vertices3D[$v].x);
        Triangles[i++] = parseFloat(Face.Vertices3D[$v].y);
        Triangles[i++] = parseFloat(Face.Vertices3D[$v].z);


        Triangles[i++] = parseFloat(Face.Vertices3D[$v+1].x);
        Triangles[i++] = parseFloat(Face.Vertices3D[$v+1].y);
        Triangles[i++] = parseFloat(Face.Vertices3D[$v+1].z);
    }

    return Triangles;
}

我前段时间写的,它在大多数情况下都有效。 它从一个对象制作一个三角形。但在某些情况下,函数 faceToTriangles() 工作不正确。它会生成超出对象的三角形。

如何正确制作? 如何在 3D 空间中显示 2D 平面对象(由顶点数组给出)? 也许不用转换成三角形?

(对不起我的英语)

【问题讨论】:

    标签: 3d three.js geometry 2d


    【解决方案1】:

    只是一个概念,使用四元数:

    var scene = new THREE.Scene();
    var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.set(2, 2, 4).setLength(40);
    var renderer = new THREE.WebGLRenderer({
      antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0x101010);
    document.body.appendChild(renderer.domElement);
    
    var controls = new THREE.OrbitControls(camera, renderer.domElement);
    
    scene.add(new THREE.AxesHelper(3));
    
    var rawPoints = [{
      "x": 10,
      "y": 10,
      "z": 1
    }, {
      "x": 9.421052631578952,
      "y": 11.736842105263158,
      "z": 6.789473684210525
    }, {
      "x": 5,
      "y": 12.142857142857142,
      "z": 7.7142857142857135
    }, {
      "x": 5.285714285714286,
      "y": 13,
      "z": 10.628571428571426
    }, {
      "x": -1,
      "y": 13,
      "z": 10
    }, {
      "x": 0,
      "y": 10,
      "z": 0
    }]
    
    var points = [];
    rawPoints.forEach(r => {
      points.push(new THREE.Vector3(r.x, r.y, r.z));
    });
    
    var tri = new THREE.Triangle(points[2], points[1], points[0]);
    var normal = new THREE.Vector3();
    tri.getNormal(normal);
    
    var baseNormal = new THREE.Vector3(0, 0, 1);
    var quaternion = new THREE.Quaternion().setFromUnitVectors(normal, baseNormal);
    
    var tempPoints = [];
    points.forEach(p => {
      tempPoints.push(p.clone().applyQuaternion(quaternion));
    })
    
    var shape = new THREE.Shape(tempPoints);
    var shapeGeom = new THREE.ShapeGeometry(shape);
    var mesh = new THREE.Mesh(shapeGeom, new THREE.MeshBasicMaterial({
      color: "red",
      side: THREE.DoubleSide,
      wireframe: false
    }));
    console.log(points);
    mesh.geometry.vertices = points;
    scene.add(mesh);
    
    render();
    
    function render() {
      requestAnimationFrame(render);
      renderer.render(scene, camera);
    }
    body {
      overflow: hidden;
      margin: 0;
    }
    <script src="https://threejs.org/build/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

    【讨论】:

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