X3D计算IndexedFaceSet coordIndex

时间:2017-02-03 13:56:39

标签: html html5 x3d x3dom

我想通过html创建一个X3D arch,如下所示:http://x3dgraphics.com/examples/X3dForAdvancedModeling/3DPrinting/UavBeehiveIndex.html

由于我发现圆柱形状不足以形成拱形,我无法通过将其固定值设置为“假”来定义拱的厚度。然后我发现人们使用IndexedFaceSet coordIndex来创建该形状。但是,当形状变得非常复杂时,他们如何计算coordIndex?作为一个例子的形状,coordIndex真的很长,我不确定是否有任何生成器可以帮助我们达到这个目的。

感谢您的帮助。

1 个答案:

答案 0 :(得分:1)

Large IndexedFaceSet definitions are indeed challenging to get correct unless you are very diligent. Many modelers use a general 3D modeling tool to create complex shapes, then export to VRML or X3D meshes for publication.

Of note: the 'solid' field describes whether polygon geometry is rendered on one side or both sides. solid='true' means solid like a brick, no internal structure, save rendering effort by just showing one side. solid='false' ensures that both sides of a polygonal mesh are rendered, which is especially helpful is the normal orientation is opposite of what is expected. Models with solid='true' are more efficient but might easily be invisible.

There are some good X3D arch models and prototypes online from a student project. Test reports welcome, I can make any corrections or improvements needed.

Incidentally the UAV Beehive example has moved and is now at