按照这里的例子:
http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
使用带有https://github.com/chandlerprall/ThreeCSG的Three.js,我试图在模型的节点上进行3D布尔运算。例如,如果我有一个带窗口的墙,我想在其上做invert()
以获得窗口。
我有一个返回节点多边形顶点的函数,这里是一个没有洞https://pastebin.com/8dhYzPwE的对象顶点的例子。
我正在使用ThreeCSG:
const geometryThree = new THREE.Geometry();
geometryThree.vertices.push(
...vertices
);
const geometryCsg = new ThreeBSP(geometryThree);
但这就是我在geometryCsg
中所得到的:
"{
"matrix": {
"elements": {
"0": 1,
"1": 0,
"2": 0,
"3": 0,
"4": 0,
"5": 1,
"6": 0,
"7": 0,
"8": 0,
"9": 0,
"10": 1,
"11": 0,
"12": 0,
"13": 0,
"14": 0,
"15": 1
}
},
"tree": {
"polygons": []
}
}"
我认为这是因为the geometry.faces.length
is 0。
如何使顶点数组成为正确的Three.Geometry
,使得面不会为空? Geometry.elementsNeedsUpdate不起作用......
是否有一个示例使用形状的多边形作为Vector3的数组并将其转换为csg?
答案 0 :(得分:2)
我刚刚使用THREE csg进行了演示:Viewer网格有一个索引的顶点数组,因此您无法直接创建BSP。此外,我的代码使用Web工作程序来处理网格以保持UI响应大型模型,因此我首先需要将网格数据发送给工作者并在工作方重建一个简单的THREE.Mesh,代码看起来如下所示:
// Sends component geometry to the web worker
postComponent (dbId) {
const geometry = this.getComponentGeometry(dbId)
const msg = {
boundingBox: this.getComponentBoundingBox(dbId),
matrixWorld: geometry.matrixWorld,
nbMeshes: geometry.meshes.length,
msgId: 'MSG_ID_COMPONENT',
dbId
}
geometry.meshes.forEach((mesh, idx) => {
msg['positions' + idx] = mesh.positions
msg['indices' + idx] = mesh.indices
msg['stride' + idx] = mesh.stride
})
this.worker.postMessage(msg)
}
// get geometry for all fragments in a component
getComponentGeometry (dbId) {
const fragIds = Toolkit.getLeafFragIds(
this.viewer.model, dbId)
let matrixWorld = null
const meshes = fragIds.map((fragId) => {
const renderProxy = this.viewer.impl.getRenderProxy(
this.viewer.model,
fragId)
const geometry = renderProxy.geometry
const attributes = geometry.attributes
const positions = geometry.vb
? geometry.vb
: attributes.position.array
const indices = attributes.index.array || geometry.ib
const stride = geometry.vb ? geometry.vbstride : 3
const offsets = geometry.offsets
matrixWorld = matrixWorld ||
renderProxy.matrixWorld.elements
return {
positions,
indices,
offsets,
stride
}
})
return {
matrixWorld,
meshes
}
}
// On the worker side reconstruct THREE.Mesh
// from received data and create ThreeBSP
function buildComponentMesh (data) {
const vertexArray = []
for (let idx=0; idx < data.nbMeshes; ++idx) {
const meshData = {
positions: data['positions' + idx],
indices: data['indices' + idx],
stride: data['stride' + idx]
}
getMeshGeometry (meshData, vertexArray)
}
const geometry = new THREE.Geometry()
for (var i = 0; i < vertexArray.length; i += 3) {
geometry.vertices.push(vertexArray[i])
geometry.vertices.push(vertexArray[i + 1])
geometry.vertices.push(vertexArray[i + 2])
const face = new THREE.Face3(i, i + 1, i + 2)
geometry.faces.push(face)
}
const matrixWorld = new THREE.Matrix4()
matrixWorld.fromArray(data.matrixWorld)
const mesh = new THREE.Mesh(geometry)
mesh.applyMatrix(matrixWorld)
mesh.boundingBox = data.boundingBox
mesh.bsp = new ThreeBSP(mesh)
mesh.dbId = data.dbId
return mesh
}
function getMeshGeometry (data, vertexArray) {
const offsets = [{
count: data.indices.length,
index: 0,
start: 0}
]
for (var oi = 0, ol = offsets.length; oi < ol; ++oi) {
var start = offsets[oi].start
var count = offsets[oi].count
var index = offsets[oi].index
for (var i = start, il = start + count; i < il; i += 3) {
const a = index + data.indices[i]
const b = index + data.indices[i + 1]
const c = index + data.indices[i + 2]
const vA = new THREE.Vector3()
const vB = new THREE.Vector3()
const vC = new THREE.Vector3()
vA.fromArray(data.positions, a * data.stride)
vB.fromArray(data.positions, b * data.stride)
vC.fromArray(data.positions, c * data.stride)
vertexArray.push(vA)
vertexArray.push(vB)
vertexArray.push(vC)
}
}
}
我的示例的完整代码在那里:Wall Analyzer和现场演示there。