答案 0 :(得分:0)
我不能回答那个副手。然而,我可以肯定地说,如何在观察器中实现光线跟踪,即如何定义要拍摄的光线以及如何确定Forge模型中与之相交的三个物体。 GitHub上的ForgeFader项目证明了这一点:
答案 1 :(得分:0)
只需查看第{8228行three.js viewer implementation中的源代码即可。
// File:src/core/Face3.js
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
*/
THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
this.a = a;
this.b = b;
this.c = c;
this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
this.vertexNormals = normal instanceof Array ? normal : [];
this.color = color instanceof THREE.Color ? color : new THREE.Color();
this.vertexColors = color instanceof Array ? color : [];
this.vertexTangents = [];
this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
};
THREE.Face3.prototype = {
constructor: THREE.Face3,
clone: function () {
var face = new THREE.Face3( this.a, this.b, this.c );
face.normal.copy( this.normal );
face.color.copy( this.color );
face.materialIndex = this.materialIndex;
for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
}
for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
face.vertexColors[ i ] = this.vertexColors[ i ].clone();
}
for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
}
return face;
}
};
另请查看three.js Face3文档:
几何中使用的三角形面。这些是为所有标准几何类型自动创建的,但是如果要构建自定义几何体,则必须手动创建它们。