我试图在three.js中构建一个扁平形状的集合。每一个都被定义为一系列共面Vector3点,但形状并非都是共面的。想象一下,两个扁平的矩形作为房屋的屋顶,但形状要复杂得多。
我可以制作平面Shape对象,然后旋转并定位它们,但由于我的形状是在3d坐标中构思的,所以将它全部保存在3空间中会简单得多,而Shape对象并不喜欢
是否有一些更直接的方法可以简单地指定一个共面Vector3的数组,并让three.js完成剩下的工作?
答案 0 :(得分:2)
我想到了这个问题并提出了这个想法,当你有一组共面点并且你知道飞机的法线时(让它命名为normal
),你的积分属于。
1)我们需要旋转我们的点集使其平行于xy平面,因此该平面的法线为[0, 0, 1]
(让它命名为normalZ
)。为此,我们找到.setFromUnitVectors()
THREE.Quaternion()
的四元数:
var quaternion = new THREE.Quaternion().setFromUnitVectors(normal, normalZ);
var quaternionBack = new THREE.Quaternion().setFromUnitVectors(normalZ, normal);
2)将quaternion
应用于我们的点数
3)由于它现在与xy平面平行,点的z坐标并不重要,因此我们现在可以创建它们的THREE.Shape()
个对象。然后从给定的形状创建THREE.ShapeGeometry()
(将其命名为shapeGeom
),这将对我们的形状进行三角测量。
4)我们需要将我们的观点恢复到原来的位置,因此我们将quaternionBack
应用于他们。
5)毕竟,我们会将我们的点数分配给.vertices
的{{1}}属性。
那就是它。如果它适合您,请告诉我;)
shapeGeom

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 20, 40);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target = new THREE.Vector3(10, 0, 10);
controls.update();
var grid = new THREE.GridHelper(50, 50, 0x808080, 0x202020); // xy-grid
grid.geometry.rotateX(Math.PI * 0.5);
scene.add(grid);
var points = [ // all of them are on the xz-plane
new THREE.Vector3(5, 0, 5),
new THREE.Vector3(25, 0, 5),
new THREE.Vector3(25, 0, 15),
new THREE.Vector3(15, 0, 15),
new THREE.Vector3(15, 0, 25),
new THREE.Vector3(5, 0, 25),
new THREE.Vector3(5, 0, 5)
]
var geom = new THREE.BufferGeometry().setFromPoints(points);
var pointsObj = new THREE.Points(geom, new THREE.PointsMaterial({
color: "red"
}));
scene.add(pointsObj);
var line = new THREE.LineLoop(geom, new THREE.LineBasicMaterial({
color: "aqua"
}));
scene.add(line);
// normals
var normal = new THREE.Vector3(0, 1, 0); // I already know the normal of xz-plane ;)
scene.add(new THREE.ArrowHelper(normal, new THREE.Vector3(10, 0, 10), 5, 0xffff00)); //yellow
var normalZ = new THREE.Vector3(0, 0, 1); // base normal of xy-plane
scene.add(new THREE.ArrowHelper(normalZ, scene.position, 5, 0x00ffff)); // aqua
// 1 quaternions
var quaternion = new THREE.Quaternion().setFromUnitVectors(normal, normalZ);
var quaternionBack = new THREE.Quaternion().setFromUnitVectors(normalZ, normal);
// 2 make it parallel to xy-plane
points.forEach(p => {
p.applyQuaternion(quaternion)
});
// 3 create shape and shapeGeometry
var shape = new THREE.Shape(points);
var shapeGeom = new THREE.ShapeGeometry(shape);
// 4 put our points back to their origins
points.forEach(p => {
p.applyQuaternion(quaternionBack)
});
// 5 assign points to .vertices
shapeGeom.vertices = points;
var shapeMesh = new THREE.Mesh(shapeGeom, new THREE.MeshBasicMaterial({
color: 0x404040
}));
scene.add(shapeMesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}

body {
overflow: hidden;
margin: 0;
}