我正在尝试使用WEBGL创建此对象
我是WEBGL的初学者。我想使用我所做的那些代码来完成形状。到目前为止我创建了两个对象:锥形和圆柱形。这是我的圆锥和圆柱的代码。
function Cone(resolution){
this.name = "cone";
this.vertices = new Float32Array(3*(resolution+2));
this.vertices[0] = 0.0;
this.vertices[1] = 2.0;
this.vertices[2] = 0.0;
var radius = 1.0;
var angle;
var step = 6.283185307179586476925286766559 / resolution;
var vertexoffset = 3;
for(var i=0; i < resolution; i++){
angle = step*i;
this.vertices[vertexoffset] = radius * Math.cos(angle);
this.vertices[vertexoffset+1] = 0.0;
this.vertices[vertexoffset+2] = radius * Math.sin(angle);
vertexoffset +=3;
}
this.vertices[vertexoffset] = 0.0;
this.vertices[vertexoffset+1] = 0.0;
this.vertices[vertexoffset+2] = 0.0;
this.triangleIndices = new Uint16Array(3*2*resolution);
var triangleoffset = 0;
for(var i=0; i < resolution; i++){
this.triangleIndices[triangleoffset] = 0;
this.triangleIndices[triangleoffset+1] = 1 + (i % resolution);
this.triangleIndices[triangleoffset+2] = 1 + ((i+1) % resolution);
triangleoffset +=3;
}
for(var i=0; i < resolution; i++){
this.triangleIndices[triangleoffset] = resolution + 1;
this.triangleIndices[triangleoffset+1] = 1 + (i % resolution);
this.triangleIndices[triangleoffset+2] =((i+1) % resolution);
triangleoffset +=3;
}
this.numVertices = this.vertices.length/3;
this.numTriangles = this.triangleIndices.length/3;
}
function Cylinder(resolution){
this.name = "cylinder";
this.vertices = new Float32Array(3*(2*resolution+2));
this.vertices[0] = 0.0;
this.vertices[1] = 2.0;
this.vertices[2] = 0.0;
var radius = 1.0;
var angle;
var step = 6.283185307179586476925286766559 / resolution;
var vertexoffset = 0;
for(var i=0; i < resolution; i++){
angle = step*i;
this.vertices[vertexoffset] = radius * Math.cos(angle);
this.vertices[vertexoffset+1] = 0.0;
this.vertices[vertexoffset+2] = radius * Math.sin(angle);
vertexoffset +=3;
}
for(var i=0; i < resolution; i++){
angle = step*i;
this.vertices[vertexoffset] = radius * Math.cos(angle);
this.vertices[vertexoffset+1] = 2.0;
this.vertices[vertexoffset+2] = radius * Math.sin(angle);
vertexoffset +=3;
}
this.vertices[vertexoffset] = 0.0;
this.vertices[vertexoffset+1] = 0.0;
this.vertices[vertexoffset+2] = 0.0;
vertexoffset +=3;
this.vertices[vertexoffset] = 0.0;
this.vertices[vertexoffset+1] = 2.0;
this.vertices[vertexoffset+2] = 0.0;
this.triangleIndices = new Uint16Array(3*4*resolution);
var triangleoffset = 0;
for(var i=0; i < resolution; i++){
this.triangleIndices[triangleoffset] = i;
this.triangleIndices[triangleoffset+1] = (i+1) % resolution;
this.triangleIndices[triangleoffset+2] = (i % resolution) + resolution;
triangleoffset +=3;
this.triangleIndices[triangleoffset] = (i % resolution) + resolution;
this.triangleIndices[triangleoffset+1] = (i+1) % resolution;
this.triangleIndices[triangleoffset+2] = ((i+1) % resolution) + resolution;
triangleoffset +=3;
}
for(var i=0; i < resolution; i++){
this.triangleIndices[triangleoffset] = i;
this.triangleIndices[triangleoffset+1] = ((i+1) % resolution);
this.triangleIndices[triangleoffset+2] =2*resolution;
triangleoffset +=3;
}
for(var i=0; i < resolution; i++){
this.triangleIndices[triangleoffset] = resolution + i;
this.triangleIndices[triangleoffset+1] = ((i+1) % resolution) +
resolution;
this.triangleIndices[triangleoffset+2] =2*resolution +1;
triangleoffset +=3;
}
this.numVertices = this.vertices.length/3;
this.numTriangles = this.triangleIndices.length/3;
}
我想使用这些代码并将它们组合起来以完成身体!
答案 0 :(得分:1)
如果您有一个圆柱体(顶部和底部圆盘),那么您只需更改其中一个圆盘中心点的高度即可得到您想要的结果。
KA_Com.Parameters("pFixtureList").Value = true;
参见示例:
this.vertices[0] = 0.0;
this.vertices[1] = 4.0; // Change this from 2.0 to e.g 4.0
this.vertices[2] = 0.0;
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var renderer, scene, camera, controls;
function CylinderGeometry(radius, holeRadius, height, segments, openEnded) {
THREE.Geometry.call(this);
this.type = 'CylinderGeometry';
this.fromBufferGeometry(new CylinderBufferGeometry(radius, holeRadius, height, segments, openEnded));
this.mergeVertices();
}
CylinderGeometry.prototype = Object.create(THREE.Geometry.prototype);
CylinderGeometry.prototype.constructor = CylinderGeometry;
function CylinderBufferGeometry(radius, holeRadius, height, segments, openEnded) {
THREE.BufferGeometry.call(this);
this.type = 'CylinderBufferGeometry';
var scope = this;
// buffers
var indices = [];
var vertices = [];
var normals = [];
var uvs = [];
Cylinder(20.0);
this.setIndex(indices);
this.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
this.addAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
this.addAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
function Cylinder(resolution) {
var radius = 1.0;
var angle;
var step = 6.283185307179586476925286766559 / resolution;
var h0 = -1;
var h1 = 0.5;
var h2 = 2.0;
var vertexoffset = 0;
var uvOffset = 0;
for(var i=0; i < resolution; i++){
angle = step*i;
vertices[vertexoffset] = radius * Math.cos(angle);
vertices[vertexoffset+1] = h0;
vertices[vertexoffset+2] = radius * Math.sin(angle);
normals[vertexoffset] = Math.cos(angle);
normals[vertexoffset+1] = h0;
normals[vertexoffset+2] = Math.sin(angle);
uvs[uvOffset] = i/resolution
uvs[uvOffset+1] = 2.0;
vertexoffset +=3;
uvOffset += 2;
}
for(var i=0; i < resolution; i++){
angle = step * i;
vertices[vertexoffset] = radius * Math.cos(angle);
vertices[vertexoffset+1] = h1;
vertices[vertexoffset+2] = radius * Math.sin(angle);
normals[vertexoffset] = Math.cos(angle)
normals[vertexoffset+1] = h1;
normals[vertexoffset+2] = Math.sin(angle);
uvs[uvOffset] = i/resolution
uvs[uvOffset+1] = 2.0;
vertexoffset +=3;
uvOffset += 2;
}
vertices[vertexoffset] = 0.0;
vertices[vertexoffset+1] = h0;
vertices[vertexoffset+2] = 0.0;
normals[vertexoffset] = 0.0
normals[vertexoffset+1] = -1.0;
normals[vertexoffset+2] = 0.0;
uvs[uvOffset] = 0.5
uvs[uvOffset+1] = 0.5;
vertexoffset +=3;
vertices[vertexoffset] = 0.0;
vertices[vertexoffset+1] = h2;
vertices[vertexoffset+2] = 0.0;
normals[vertexoffset] = 0.0
normals[vertexoffset+1] = 1.0;
normals[vertexoffset+2] = 0.0;
uvs[uvOffset] = 0.0
uvs[uvOffset+1] = 1.0;
var groupOffset = 0;
var groupCount = 0;
var triangleoffset = 0;
var triangleIndices = indices;
for(var i=0; i < resolution; i++){
triangleIndices[triangleoffset] = i;
triangleIndices[triangleoffset+2] = (i+1) % resolution;
triangleIndices[triangleoffset+1] = (i % resolution) + resolution;
triangleoffset +=3;
groupCount += 3;
triangleIndices[triangleoffset] = (i % resolution) + resolution;
triangleIndices[triangleoffset+2] = (i+1) % resolution;
triangleIndices[triangleoffset+1] = ((i+1) % resolution) + resolution;
triangleoffset +=3;
groupCount += 3;
}
scope.addGroup(groupOffset, groupCount-groupOffset, 0);
groupOffset = groupCount;
for(var i=0; i < resolution; i++){
triangleIndices[triangleoffset] = i;
triangleIndices[triangleoffset+1] = ((i+1) % resolution);
triangleIndices[triangleoffset+2] =2*resolution;
triangleoffset +=3;
groupCount += 3;
}
for(var i=0; i < resolution; i++){
triangleIndices[triangleoffset] = resolution + i;
triangleIndices[triangleoffset+2] = ((i+1) % resolution) + resolution;
triangleIndices[triangleoffset+1] =2*resolution +1;
triangleoffset +=3;
groupCount += 3;
}
scope.addGroup(groupOffset, groupCount-groupOffset, 1);
}
}
CylinderBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x404040, 1);
document.body.appendChild( renderer.domElement );
window.onresize = resize;
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 3, 3, 3 );
// controls
controls = new THREE.OrbitControls( camera );
var loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
var texture1 = loader.load("https://threejs.org/examples/textures/hardwood2_diffuse.jpg");
texture1.wrapS = texture1.wrapT = THREE.RepeatWrapping;
texture1.repeat.set(2.0*Math.PI, 1.0);
var texture2 = loader.load("https://threejs.org/examples/textures/crate.gif");
texture2.wrapS = texture1.wrapT = THREE.RepeatWrapping;
texture2.repeat.set(1.0, 1.0);
// materials
material_1 = new THREE.MeshBasicMaterial({
map: texture1
});
material_2 = new THREE.MeshBasicMaterial({
map: texture2
});
var geometry = new CylinderGeometry(1.0, 0.3, 0.5, 16, false);
var mesh = new THREE.Mesh(geometry, [material_1, material_2]);
mesh.material.side = THREE.DoubleSide;
// mesh
scene.add( mesh );
lastTime = Date.now();
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
init();
animate();
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