这实际上取自THREEJS: add hole to rendered Shape。但它仍然没有用。
错误是
three.js:34206未捕获的TypeError:无法读取未定义的属性'concat'
var plane, vertices = [], planeShape;
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xC0C0C0});
vertices.push(
new THREE.Vector3(-room_width/2,room_depth/2,0),
new THREE.Vector3(room_width/2,room_depth/2,0),
new THREE.Vector3(room_width/2,-room_depth/2,0),
new THREE.Vector3(-room_width/2,-room_depth/2,0)
);
planeShape = new THREE.Shape(vertices);
plane = new THREE.Mesh( new THREE.ShapeGeometry(planeShape), planeMaterial);
scene.add(plane);
var holes = [
new THREE.Vector3(-room_width/4,room_depth/4,0),
new THREE.Vector3(room_width/4,room_depth/4,0),
new THREE.Vector3(room_width/4,-room_depth/4,0),
new THREE.Vector3(-room_width/4,-room_depth/4,0)
],
hole = new THREE.Path();
hole.fromPoints(holes);
var shape = new THREE.Shape(plane.geometry.vertices);
shape.holes = [hole];
var points = shape.extractPoints();
plane.geometry.faces = [];
var triangles = THREE.ShapeUtils.triangulateShape ( points.vertices, points.holes );
for( var i = 0; i < triangles.length; i++ ){
plane.geometry.faces.push( new THREE.Face3( triangles[i][0], triangles[i][1], triangles[i][2] ));
}
编辑::: ANS
var plane, vertices = [], planeShape;
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xC0C0C0});
vertices.push(
new THREE.Vector3(-150,-150,0),
new THREE.Vector3(150,-150,0),
new THREE.Vector3(150,150,0),
new THREE.Vector3(-150,150,0)
);
planeShape = new THREE.Shape(vertices);
plane = new THREE.Mesh( new THREE.ShapeGeometry(planeShape), planeMaterial);
scene.add(plane);
var holes = [
new THREE.Vector3(-75,-75,0),
new THREE.Vector3(75,-75,0),
new THREE.Vector3(75,75,0),
new THREE.Vector3(-75,75,0)
],
hole = new THREE.Path();
hole.fromPoints(holes);
var shape = new THREE.Shape(plane.geometry.vertices);
shape.holes = [hole];
var points = shape.extractPoints();
plane.geometry.faces = [];
var triangles = THREE.ShapeUtils.triangulateShape ( points.shape, points.holes );
plane.geometry.vertices.push(
new THREE.Vector3(-75,-75,0),
new THREE.Vector3(75,-75,0),
new THREE.Vector3(75,75,0),
new THREE.Vector3(-75,75,0)
);
for( var i = 0; i < triangles.length; i++ ){
plane.geometry.faces.push( new THREE.Face3( triangles[i][0], triangles[i][1], triangles[i][2] ));
}
答案 0 :(得分:1)
对于任何磕磕绊绊的人来说,与旧的“THREE.ShapeUtils.triangulateShape”相比,现在有一种更简单的方法来处理洞,并自己构建三角形。
//vertices is the main shape/contour/exterior, a "ring" as a list of THREE.Vector2 instances
//holes is a list of THREE.Path instances, created from THREE.Vector2
//If you pass THREE.Vector3 then the Z property is ignored.
var shape = new THREE.Shape(vertices);
shape.holes = holes;
var geometry = new THREE.ShapeBufferGeometry( shape );
...