我的总体目标是能够加载一个人体的.obj文件。允许用户选择两个顶点并用标志突出显示它们。然后从原始.obj文件中找到两个顶点的索引,并运行php脚本来测量两个顶点之间的距离。
我尝试了一些approches,但没有运气,通常是选择两个顶点。我当前的方法使用obj加载器,它工作正常,但我无法找到我使用Projector和Ray点击的顶点。它总是返回一个空数组。
到目前为止,这是我的代码,一旦intersects数组不为空,我会尝试从文件中找到最近的顶点,更改对象的颜色并更改单击的面。
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: white;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<script src="javascripts/Three.js"></script>
<script src="javascripts/OBJLoader.js"></script>
<script>
var container, stats;
var camera, scene, renderer, model;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 1;
scene.add( camera );
camera.position.y = -4;
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
var loader = new THREE.OBJLoader();
loader.load( "img/originalMeanModel.obj", function ( object ) {
model = object;
scene.add( model );
} );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event ){
console.log('Morphable-body-obj: Width '+ window.innerWidth ) ;
console.log('Morphable-body-obj: Height '+ window.innerHeight) ;
var vector = new THREE.Vector3 ((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight)*2+1, 0.5);
var projector = new THREE.Projector();
projector.unprojectVector(vector, camera);
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(scene);
console.log(intersects);
if (intersects.length > 0)
{
var xhr = new XMLHttpRequest();
xhr.open('GET', '/img/originalMeanModel.obj', false);
xhr.send(null);
var text = xhr.responseText;
var origText = text;
var lines = text.split("\n");
for (i=0; i<6449; i++){
lines[i] = lines[i].split(" ");
}
var low = Math.sqrt(
(Math.pow((intersects[0].point.x - parseFloat(lines[0][1])), 2))+
(Math.pow((intersects[0].point.y - parseFloat(lines[0][2])), 2))+
(Math.pow((intersects[0].point.z - parseFloat(lines[0][3])), 2))
);
var c = 0;
for(i=1; i<6449; i++){
var temp = Math.sqrt(
(Math.pow((intersects[0].point.x - parseFloat(lines[i][1])), 2))+
(Math.pow((intersects[0].point.y - parseFloat(lines[i][2])), 2))+
(Math.pow((intersects[0].point.z - parseFloat(lines[i][3])), 2))
);
if(temp < low){
low = temp;
c=i;
}
}
console.log(
'Mouse coordinates:' + '\nx = ' + intersects[0].point.x + '\ny = ' + intersects[0].point.y + '\nz = ' + intersects[0].point.z +'\n'+
'Nearest Vertex' + '\nx= ' + lines[c][1] + '\ny= ' + lines[c][2] + '\nz =' + lines[c][3] + "\n" +
'Difference' + '\nx= ' + (intersects[0].point.x - lines[c][1]) + '\ny= ' + (intersects[0].point.y - lines[c][2]) + '\nz= ' + (intersects[0].point.z - lines[c][3])
);
intersects[0].object.materials[0].color = new THREE.Color( Math.random() * 0xffffff );
intersects[0].face.color = new THREE.Color(0xffffff);
intersects[0].object.geometry.colorsNeedUpdate = true;
intersects[0].object.geometry.dynamic = true;
}
else{
alert('error');
}
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
有问题的.obj文件可以在https://dl.dropbox.com/u/23384412/originalMeanModel.obj
找到如果有人能指出我正确的方向,那将非常感激。
提前致谢! :)
答案 0 :(得分:2)
为了解决这个问题,我使用此代码
从obj加载程序返回的对象创建了一个网格 var loader = new THREE.OBJLoader();
loader.load( "img/originalMeanModel.obj", function ( object ) {
object.children[0].geometry.computeFaceNormals();
var geometry = object.children[0].geometry;
console.log(geometry);
THREE.GeometryUtils.center(geometry);
var material = new THREE.MeshLambertMaterial({color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors });
mesh = new THREE.Mesh(geometry, material);
model = mesh;
// model = object;
scene.add( model );
} );
然后在执行intersectObject时,我在模型而非场景
上完成var intersects = ray.intersectObject(model);