我试图通过使用Three.js挤出形状来给SVG路径(lineto和moveto)赋予3D感觉,但是这个过程会导致一些我无法删除的工件。
在我渲染的3D形状中会出现什么奇怪的瑕疵?有没有办法删除它们?
在下面的示例图像中,工件用箭头标记。
现场示例如下: http://jsfiddle.net/pHn2B/24/
代码在这里:
// Picking with Callback // three.js r.52 var container, info, camera, scene, light, geometry, mesh, projector, renderer, controls; objects = []; // dom container = document.createElement( 'div' ); document.body.appendChild( container ); // info info = document.createElement( 'div' ); info.style.position = 'absolute'; info.style.top = '10px'; info.style.width = '100%'; info.style.textAlign = 'center'; info.innerHTML = "drag to rotate camera; click to select"; container.appendChild( info ); // renderer renderer = new THREE.CanvasRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); // scene scene = new THREE.Scene(); // camera camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.set( 0, 300, 500 ); scene.add( camera ); // controls controls = new THREE.OrbitControls( camera ); // light scene.add( new THREE.AmbientLight( 0x222222 ) ); // light light = new THREE.PointLight( 0xaaaaaa ); light.position = camera.position; scene.add( light ); // geometry geometry = new THREE.CubeGeometry( 100, 100, 500 ); // material material = new THREE.MeshLambertMaterial( { color: 0xff0000, ambient: 0xff0000, overdraw: true } ); // mesh mesh = new THREE.Mesh( geometry, material ); mesh.position.set( -100, -100, 200 ); mesh.name = "Red Object"; mesh.callback = function() { info.innerHTML = this.name; } scene.add( mesh ); objects.push( mesh ); // geometry //////////// // CUSTOM // //////////// var starPoints2 = new THREE.Shape(); starPoints2.moveTo(307.94,275.49); starPoints2.lineTo(296.26,275.23); starPoints2.lineTo(286.64,272.99); starPoints2.lineTo(279.78,269.31); starPoints2.lineTo(274.14,263.55); starPoints2.lineTo(271.65,260.21); starPoints2.lineTo(269.2,261.06); starPoints2.lineTo(254.83,268.51); starPoints2.lineTo(242.11,272.97); starPoints2.lineTo(227.59,275.23); starPoints2.lineTo(209.91,275.48); starPoints2.lineTo(197.47,273.63); starPoints2.lineTo(187.91,270.13); starPoints2.lineTo(180.48,265.09); starPoints2.lineTo(175.32,258.88); starPoints2.lineTo(172.2,251.44); starPoints2.lineTo(171.1,242.23); starPoints2.lineTo(172.24,233.63); starPoints2.lineTo(175.49,226.24); starPoints2.lineTo(181,219.54); starPoints2.lineTo(189.42,213.3); starPoints2.lineTo(201.36,207.73); starPoints2.lineTo(217.23,203.25); starPoints2.lineTo(238.28,200.1); starPoints2.lineTo(269.37,198.47); starPoints2.lineTo(269.98,182.93); starPoints2.lineTo(268.74,171.32); starPoints2.lineTo(266.05,163.7); starPoints2.lineTo(261.58,157.72); starPoints2.lineTo(255.24,153.24); starPoints2.lineTo(247.06,150.32); starPoints2.lineTo(235.44,149.13); starPoints2.lineTo(224.71,150.05); starPoints2.lineTo(215.91,153); starPoints2.lineTo(210.23,156.86); starPoints2.lineTo(207.64,160.85); starPoints2.lineTo(207.19,165.28); starPoints2.lineTo(209.34,169.86); starPoints2.lineTo(212.01,174.15); starPoints2.lineTo(212.14,177.99); starPoints2.lineTo(209.8,181.78); starPoints2.lineTo(204.22,185.79); starPoints2.lineTo(197.62,187.68); starPoints2.lineTo(188.65,187.43); starPoints2.lineTo(182.41,185.39); starPoints2.lineTo(178.45,181.77); starPoints2.lineTo(176.2,176.9); starPoints2.lineTo(176.03,170.64); starPoints2.lineTo(178.2,164.13); starPoints2.lineTo(183.09,157.69); starPoints2.lineTo(191.04,151.36); starPoints2.lineTo(202.01,145.82); starPoints2.lineTo(216.09,141.57); starPoints2.lineTo(232.08,139.24); starPoints2.lineTo(250.07,139.18); starPoints2.lineTo(266.13,141.23); starPoints2.lineTo(279.05,145.06); starPoints2.lineTo(289.15,150.3); starPoints2.lineTo(295.91,156.19); starPoints2.lineTo(300.73,163.41); starPoints2.lineTo(303.85,172.47); starPoints2.lineTo(305.07,183.78); starPoints2.lineTo(305.07,241.97); starPoints2.lineTo(306,251.51); starPoints2.lineTo(308.18,256.39); starPoints2.lineTo(311.72,259.09); starPoints2.lineTo(317.31,260.01); starPoints2.lineTo(324.71,259.01); starPoints2.lineTo(332.45,255.86); starPoints2.lineTo(335.57,257.53); starPoints2.lineTo(337.6,260.44); starPoints2.lineTo(336.94,262.33); starPoints2.lineTo(328.27,268.74); starPoints2.lineTo(317.89,273.41); starPoints2.lineTo(307.94,275.49); /* starPoints2.moveTo(245.79,125.33); starPoints2.lineTo(232.93,124.53); starPoints2.lineTo(222.21,121.74); starPoints2.lineTo(213.14,117.11); starPoints2.lineTo(207.36,111.92); starPoints2.lineTo(203.7,105.75); starPoints2.lineTo(201.94,98.18); starPoints2.lineTo(202.34,90.12); starPoints2.lineTo(204.86,83.4); starPoints2.lineTo(210.01,76.81); starPoints2.lineTo(217.49,71.33); starPoints2.lineTo(227.17,67.31); starPoints2.lineTo(238.35,65.2); starPoints2.lineTo(243.99,64.95); starPoints2.lineTo(255.92,66.06); starPoints2.lineTo(266.21,69.28); starPoints2.lineTo(274.98,74.44); starPoints2.lineTo(280.64,80.19); starPoints2.lineTo(284.02,86.85); starPoints2.lineTo(285.26,94.52); starPoints2.lineTo(284.27,102.84); starPoints2.lineTo(281.24,109.66); starPoints2.lineTo(276.03,115.43); starPoints2.lineTo(267.89,120.46); starPoints2.lineTo(257.68,123.93); starPoints2.lineTo(245.79,125.33); */ var smileyEye1Path = new THREE.Path(); smileyEye1Path.moveTo(221.69,258.13); smileyEye1Path.lineTo(215.2,255.08); smileyEye1Path.lineTo(210.86,250.57); smileyEye1Path.lineTo(208.4,244.49); smileyEye1Path.lineTo(207.92,237.03); smileyEye1Path.lineTo(209.69,230.71); smileyEye1Path.lineTo(213.82,224.85); smileyEye1Path.lineTo(220.9,219.34); smileyEye1Path.lineTo(230.95,214.67); smileyEye1Path.lineTo(245.76,210.86); smileyEye1Path.lineTo(266.59,208.36); smileyEye1Path.lineTo(269.48,208.76); smileyEye1Path.lineTo(269.99,212.88); smileyEye1Path.lineTo(269.99,244.81); smileyEye1Path.lineTo(269.34,247.02); smileyEye1Path.lineTo(266.07,250.04); smileyEye1Path.lineTo(255.27,255.23); smileyEye1Path.lineTo(242.52,258.58); smileyEye1Path.lineTo(230.57,259.43); smileyEye1Path.lineTo(221.69,258.13); /* smileyEye1Path.moveTo(238.44,116.65); smileyEye1Path.lineTo(231.99,114.29); smileyEye1Path.lineTo(227.23,110.22); smileyEye1Path.lineTo(223.94,104.53); smileyEye1Path.lineTo(222.41,96.92); smileyEye1Path.lineTo(223.05,88.57); smileyEye1Path.lineTo(225.65,82.21); smileyEye1Path.lineTo(230.07,77.36); smileyEye1Path.lineTo(235.93,74.4); smileyEye1Path.lineTo(243.68,73.34); smileyEye1Path.lineTo(246.08,73.43); smileyEye1Path.lineTo(253.37,75.08); smileyEye1Path.lineTo(258.65,78.43); smileyEye1Path.lineTo(262.47,83.41); smileyEye1Path.lineTo(264.59,90.25); smileyEye1Path.lineTo(264.64,98.93); smileyEye1Path.lineTo(262.63,106.12); smileyEye1Path.lineTo(258.87,111.5); smileyEye1Path.lineTo(253.73,115.1); smileyEye1Path.lineTo(246.81,116.94); smileyEye1Path.lineTo(238.44,116.65); */ var starShape = starPoints2; starShape.holes.push( smileyEye1Path ); var extrusionSettings = { //size: 1, height: 1, curveSegments: 100, step = 10, // font, weight, style, amount:20, bevelEnabled: true, bevelThickness: 0.5, bevelSize: 0.5, bevelSegments: 8, // extrudePath: // bendPath: material: 0, extrudeMaterial: 1 //, //uvGenerator: BoundingUVGenerator //uvGenerator: THREE.ExtrudeGeometry.WorldUVGenerator }; var starGeometry = new THREE.ExtrudeGeometry( starShape, extrusionSettings ); var materialFront = new THREE.MeshLambertMaterial( { color: 0xffff00, ambient: 0xffff00, overdraw: false, transparent:false, opacity: 1.0, side: THREE.DoubleSide } ); var materialSide = new THREE.MeshLambertMaterial( { color: 0xff8800, ambient: 0xff8800, overdraw: false, transparent:false, opacity: 1.0, side: THREE.DoubleSide } ); //var crateTexture = new THREE.ImageUtils.loadTexture( 'http://www.kahkonen.com/asiakkaat/crate2.gif'); //var crateTexture = new THREE.ImageUtils.generateDataTexture(10,10,{r:255,g:0,b:0}); //var materialFront = new THREE.MeshBasicMaterial( { map: crateTexture } ); var materialArray = [ materialFront, materialSide ]; var materialArray = [ materialFront, materialSide ]; var starMaterial = new THREE.MeshFaceMaterial(materialArray); var star = new THREE.Mesh( starGeometry, starMaterial ); star.position.set(-150,-150,0); scene.add(star); /* // add a wireframe to model var wireframeTexture = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: false } ); var star = new THREE.Mesh( starGeometry, wireframeTexture ); star.position.set(50,10,0); scene.add(star); */ objects.push( star ); // projector projector = new THREE.Projector(); // listeners document.addEventListener( 'mousedown', onDocumentMouseDown, false) // keyboard handler function onDocumentMouseDown( event ) { event.preventDefault(); var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 ); projector.unprojectVector( vector, camera ); var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() ); var intersects = ray.intersectObjects( objects ); if ( intersects.length > 0 ) { intersects[0].object.callback(); } } // render function render() { controls.update() renderer.render( scene, camera ); } // animate (function animate() { requestAnimationFrame( animate ); render(); }());
我试图通过附加纹理来移除工件,但纹理根本没有显示:
其他问题(可能与神器问题有关或可能没有)是可以通过边缘看到背景。
纹理不是必须的,但删除工件是。
我用于添加纹理的代码位于下方,完整代码位于小提琴中(链接位于代码之后):
var crateTexture = new THREE.ImageUtils.loadTexture( 'http://www.kahkonen.com/asiakkaat/crate.gif');
var crateTexture = new THREE.ImageUtils.generateDataTexture(10,10,{r:255,g:0,b:0});
var materialFront = new THREE.MeshBasicMaterial( { map: crateTexture } );
// http://jsfiddle.net/pHn2B/27/
示例图片来自Chrome。 Firefox也会出现同样的行为。
答案 0 :(得分:2)
这是由z缓冲问题引起的CanvasRenderer
的已知限制。你的几何形状会变得更糟,它具有许多细长的面。该模型使用WebGLRenderer
正确呈现。
ExtrudeGeometry
最初是为文本编写的,如果你看一下它生成的UV,它只是使用UVs的顶点位置的x和y分量,在你的情况下,它产生的值是超出范围[0,1]。您可以选择在回调函数中提供自己的UV发生器。
确保首先可以成功地将纹理添加到多维数据集中。
three.js r.58
答案 1 :(得分:2)
仅供进一步参考。 @Westlangley的答案引导我找到正确的方向来获得形状上的纹理。关键是将值从一个范围缩放到另一个范围,从世界坐标到形状内部UV范围,必须为0-1。
所以我复制了THREE.ExtrudeGeometry.WorldUVGenerator并将其重命名为THREE.ExtrudeGeometry.BoundingBoxUVGenerator并在成员函数generateTopUV()中替换了这些行:
return [ new THREE.Vector2( ax, ay ), new THREE.Vector2( bx, by ), new THREE.Vector2( cx, cy ) ];
用这些:
var bb = extrudedShape.getBoundingBox(); var bb_minX = bb.minX; var bb_minY = bb.minY; var bb_width = bb.maxX - bb_minX; var bb_height = bb.maxY - bb_minY; if (bb_width == 0) bb_width = 1; if (bb_height == 0) bb_height = 1; return [new THREE.Vector2( (ax - bb_minX) / bb_width, (ay - bb_minY) / bb_height ), new THREE.Vector2( (bx - bb_minX) / bb_width, (by - bb_minY) / bb_height ), new THREE.Vector2( (cx - bb_minX) / bb_width, (cy - bb_minY) / bb_height ) ];
并且纹理“神奇地”出现在正确的地方!
(对于从https://github.com/mrdoob/three.js/issues/1811尝试类似命名函数的人。它不起作用,因为范围转换是奇怪的。)
这也适用于顶点坐标确实在0-1范围内,以及坐标为负数的情况。如果由于某种原因宽度和高度为0,则返回0。
对于大多数可能的目的,这比默认的THREE.ExtrudeGeometry.WorldUVGenerator更有用。我甚至无法想象默认生成器的任何用途,因为它仅适用于坐标范围为0-1的顶点。但我是three.js的新手,可能还有我无法想象的原因。
答案 2 :(得分:1)
我之前有同样的问题
我还替换了成员函数generateSideWallUV()
这些行:
if ( Math.abs( ay - by ) < 0.01 ) {
return [
new THREE.Vector2( ax, 1 - az ),
new THREE.Vector2( bx, 1 - bz ),
new THREE.Vector2( cx, 1 - cz ),
new THREE.Vector2( dx, 1 - dz )
];
} else {
return [
new THREE.Vector2( ay, 1 - az ),
new THREE.Vector2( by, 1 - bz ),
new THREE.Vector2( cy, 1 - cz ),
new THREE.Vector2( dy, 1 - dz )
];
}
这些行:
var amount = extrudeOptions.amount;
if ( Math.abs( ay - by ) < 0.01 ) {
return [
new THREE.Vector2( (ax - bb_minX) / bb_width, 1-(az / amount) ),
new THREE.Vector2( (bx - bb_minX) / bb_width, 1-(bz / amount) ),
new THREE.Vector2( (cx - bb_minX) / bb_width, 1-(cz / amount) ),
new THREE.Vector2( (dx - bb_minX) / bb_width, 1- (dz / amount) )
];
} else {
return [
new THREE.Vector2( (ay - bb_minY) / bb_height, 1-(az / amount )),
new THREE.Vector2( (by - bb_minY) / bb_height, 1-(bz / amount )),
new THREE.Vector2( (cy - bb_minY) / bb_height, 1-(cz / amount )),
new THREE.Vector2( (dy - bb_minY) / bb_height, 1-(dz / amount ))
];
}`