所以我有这个代码:
computeCarBoundingBox(mesh);
mesh.rotation.x = this.rotationVal[ 0 ];
mesh.rotation.y = this.rotationVal[ 1 ];
mesh.rotation.z = this.rotationVal[ 2 ];
我尝试计算网格的边界框,如果我在旋转后计算它,请看如下: First pic
如果我在旋转之后计算它,看起来像这样: Second
我的计算bounfind框函数是这样的:
function computeCarBoundingBox(mesh){
var box = new THREE.Box3().setFromObject(mesh);
var boundingBoxHelper = new THREE.Box3Helper( box, 0xffff00 );
scope.carBoundingBox =boundingBoxHelper;
scene.add(scope.carBoundingBox);
console.log(box.min); // x, y, and z are all Infinity.
console.log(box.max); // x, y, and z are all -Infinity.
}
我确实有几何形状。这是我的代码的一部分:
this.loadCar = function ( carsVector,carName,roadName ) {
if(carName=='veyron')
{
var index = 0;
}
else if(carName=='F50')
{
var index = 1;
}
else
{
var index = 2;
}
console.log("Selected car name:"+carName);
var carLoader = new THREE.BinaryLoader();
carLoader.load( carsVector[Object.keys(carsVector)[index]].url, function( geometry ) {
geometry.sortFacesByMaterialIndex();
console.log("url--->"+carsVector[Object.keys(carsVector)[index]].url);
var materials = [];
this.scaleVal = carsVector[ Object.keys(carsVector)[index] ].scale * 1;
if(roadName =='road01'){
this.positionVal = carsVector[ Object.keys(carsVector)[index] ].position_r1;
}
else if(roadName=='road02'){
this.positionVal = carsVector[ Object.keys(carsVector)[index] ].position_r2;
}
this.rotationVal = carsVector[ Object.keys(carsVector)[index] ].init_rotation;
for ( var i in carsVector[ Object.keys(carsVector)[index] ].materialsMap ) {
materials[ i ] = carsVector[ Object.keys(carsVector)[index] ].materialsMap[ i ];
}
createObject(geometry,materials);
});
return scope.carMesh;
}
// internal helper methods
function createObject ( geometry, materials ) {
scope.carGeometry = geometry;
scope.carMaterials = materials;
createCar();
};
function createCar () {
console.log("CREATE CARRRRRRRRRRRRRRRRR");
if ( scope.carGeometry ) {
var carMaterial = new THREE.MeshFaceMaterial( scope.carMaterials );
var mesh = new THREE.Mesh( scope.carGeometry, carMaterial );
mesh.scale.x = mesh.scale.y = mesh.scale.z = this.scaleVal;
mesh.position.set( this.positionVal[0], this.positionVal[1], this.positionVal[2]);
mesh.rotation.x = this.rotationVal[ 0 ];
mesh.rotation.y = this.rotationVal[ 1 ];
mesh.rotation.z = this.rotationVal[ 2 ];
this.carMesh = mesh;
//
computeCarBoundingBox(mesh);
console.log("This car mesh"+this.carMesh);
addShadows();
scene.add(this.carMesh);
//this.carBoundingBox.rotation.x =this.r[0];
//this.carBoundingBox.rotation.y = this.r[1];
//this.carBoundingBox.rotation.z = this.r[2];
//scene.add( this.carBoundingBox );
}
if ( scope.callback ) {
scope.callback(this.carMesh);
}
}
答案 0 :(得分:0)
好吧我有两个理论,但没有一定的答案。遗憾!
1)网格可能没有几何体。你的网格有几何形状吗?如果不是,代码called from setFromObject将失败。 (自上次makeEmpty调用以来,将永远不会调用expandByPoint,并且min和max将保持在Infinity)。
2)看到递归" expandByOject"代码在范围和this
上,我会尝试在新的操作符var box = (new THREE.Box3()).setFromObject(mesh);
中添加括号。它在黑暗中有点像,但也许范围从未正确设置。
很抱歉没有花时间和先测试一下。
答案 1 :(得分:0)
这就是.setFromObject()
的工作方式,当物体很宽时,当你旋转它时,它的盒子会更大,因为它是世界轴对齐的:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 5, 5);
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);
var light = new THREE.DirectionalLight(0xffffff, 0.75);
light.position.set(-10, 10, -10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.25));
scene.add(new THREE.GridHelper(10, 10));
var geometry = new THREE.BoxGeometry(2, 1, 3);
geometry.translate(0, 0.5, 0);
var mesh1 = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({
color: "gray"
}));
mesh1.position.x = -2.5;
scene.add(mesh1);
var mesh2 = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({
color: "aqua"
}));
mesh2.position.x = 2.5;
mesh2.rotation.y = THREE.Math.degToRad(45);
scene.add(mesh2);
var bbox1 = new THREE.Box3().setFromObject(mesh1);
var bbox2 = new THREE.Box3().setFromObject(mesh2);
var bhelp1 = new THREE.Box3Helper(bbox1, 0xffff00);
scene.add(bhelp1);
var bhelp2 = new THREE.Box3Helper(bbox2, 0xff00ff);
scene.add(bhelp2);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/93/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
答案 2 :(得分:0)
这些是我在项目中使用的方法,我在其中旋转后添加了边界框。如果您不先旋转,则不需要AdjustRelativeTo步骤,例如https://codepen.io/seppl2019/pen/zgJVKM
class ChildPart {
constructor(mesh) {
this.mesh=mesh;
this.boxwire=null;
}
// add my bounding box wire to the given mesh
addBoundingBoxWire(toMesh) {
var boxwire = new THREE.BoxHelper(this.mesh, 0xff8000);
this.boxwire=boxwire;
ChildPart.adjustRelativeTo(boxwire,toMesh);
toMesh.add(boxwire);
}
static adjustRelativeTo(mesh,toMesh) {
//logSelected("adjusting toMesh",toMesh);
//logSelected("beforeAdjust",this.mesh);
toMesh.updateMatrixWorld(); // important !
mesh.applyMatrix(new THREE.Matrix4().getInverse(toMesh.matrixWorld));
//logSelected("afterAdjust",this.mesh);
}
}