我正在使用 THREE.CatmullRomCurve3 创建一个使用Three.js的A框架应用程序。
该应用程序的概念是绘制一条连接多点的道路,我想绘制精确宽度的道路(例如:一条3米宽的道路),我正在使用 THREE.PlaneGeometry 连接2点。
My result,和我的代码段
var scene, camera, renderer;
var cube;
var controls;
function initScene() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 30;
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
controls = new THREE.OrbitControls(camera);
controls.update();
document.body.appendChild(renderer.domElement);
}
function render() {
requestAnimationFrame(render);
// required if controls.enableDamping or controls.autoRotate are set to true
controls.update();
renderer.render(scene, camera);
}
function drawRoadByLine() {
//Create a closed wavey loop
var curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-10, 0, 10),
new THREE.Vector3(-5, 5, 5),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(5, -5, 5),
new THREE.Vector3(10, 0, 10)
]);
var points = curve.getPoints(50);
var geometry = new THREE.BufferGeometry().setFromPoints(points);
var material = new THREE.LineBasicMaterial({
color: 0xff0000
});
// Create the final object to add to the scene
var curveObject = new THREE.Line(geometry, material);
scene.add(curveObject);
}
function drawRoadByPlane() {
//Create a closed wavey loop
var curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-10, 0, 10),
new THREE.Vector3(-5, 5, 5),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(5, -5, 5),
new THREE.Vector3(10, 0, 10)
]);
var points = curve.getPoints(50);
var group = new THREE.Group();
var currentPos;
var nextPos;
var distance;
var plane;
var rotationMatrix;
for (var i = 0; i < points.length - 1; i++) {
currentPos = new THREE.Vector3(points[i].x, points[i].y, points[i].z);
nextPos = new THREE.Vector3(points[i + 1].x, points[i + 1].y, points[i + 1].z);
distance = currentPos.distanceTo(nextPos);
plane = createPlane(distance);
plane.position.set(currentPos.x, currentPos.y, currentPos.z);
// rotationMatrix = getRotationMatrix(currentPos, nextPos);
// plane.applyMatrix(rotationMatrix);
group.add(plane);
}
scene.add(group);
}
function createPlane(distance, position) {
var geometry = new THREE.PlaneGeometry(1, distance);
// Dummy random color each plane, true color is red (0xff0000)
var color = Math.floor((Math.random() * 0xffffff) + 1);
var material = new THREE.MeshBasicMaterial({
color: color,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
return plane;
}
function getRotationMatrix(v1, v2) {
var quaternion = new THREE.Quaternion();
quaternion.setFromUnitVectors(v1, v2);
var matrix = new THREE.Matrix4();
matrix.makeRotationFromQuaternion(quaternion);
return matrix;
}
initScene();
drawRoadByPlane();
render();
body {
margin: 0;
width: 100%;
height: 100%;
overflow: hidden;
background-color: #000000;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
我现在的问题是如何使这些平面连续显示(两个平面之间没有空间)。我想我需要旋转每个平面,但是我不知道要计算2点之间的正确旋转。
答案 0 :(得分:0)
更新:
我刚刚将解决方案更改为使用 THREE.Face3 ,而不是 THREE.PlaneGeometry 。
这是我的代码段
var scene, camera, renderer;
var cube;
var controls;
function initScene() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 30;
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
controls = new THREE.OrbitControls(camera);
controls.update();
document.body.appendChild(renderer.domElement);
}
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function draw() {
var dummyPoints = [
new THREE.Vector3(-10, 0, 10),
new THREE.Vector3(-5, 5, 5),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(5, -5, 5),
new THREE.Vector3(10, 0, 10)
];
//Create a closed wavey loop
var curve = new THREE.CatmullRomCurve3(dummyPoints);
var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors, side: THREE.DoubleSide });
//create a triangular geometry
var points = curve.getPoints(100);
var roadPoints = [];
var length = points.length;
for (var i = 0; i < length - 1; i++) {
roadPoints = roadPoints.concat(extractRoadPoint(points[i], points[i + 1]));
}
roadPoints = roadPoints.concat(extractRoadPoint(points[length - 1], points[length - 2]));
var geometry = new THREE.Geometry().setFromPoints(roadPoints);
// var face = new THREE.Face3(0, 1, 2);
//add the face to the geometry's faces array
// geometry.faces.push(face);
for (var i = 0; i < roadPoints.length - 2; i++) {
var face = new THREE.Face3(i, i + 1, i + 2);
geometry.faces.push(face);
face.color.set(new THREE.Color(Math.random() * 0xffffff - 1));
}
//the face normals and vertex normals can be calculated automatically if not supplied above
geometry.computeFaceNormals();
geometry.computeVertexNormals();
scene.add(new THREE.Mesh(geometry, material));
}
function extractRoadPoint(point1, point2) {
var result = [];
var vector = {
x: point2.x - point1.x,
y: point2.y - point1.y,
z: point2.z - point1.z,
}
var uOxz = {
x: 0,
y: 1,
z: 0
};
var vectorVertices = {
x: vector.y * uOxz.z - vector.z * uOxz.y,
y: vector.z * uOxz.x - vector.x * uOxz.z,
z: vector.x * uOxz.y - vector.y * uOxz.x,
};
var t = Math.sqrt(1 * 1 / (vectorVertices.x * vectorVertices.x + vectorVertices.y * vectorVertices.y + vectorVertices.z * vectorVertices.z));
var sidePoint11 = {
x: point1.x + vectorVertices.x * t,
y: point1.y + vectorVertices.y * t,
z: point1.z + vectorVertices.z * t,
}
var sidePoint12 = {
x: point1.x - vectorVertices.x * t,
y: point1.y - vectorVertices.y * t,
z: point1.z - vectorVertices.z * t,
}
var sidePoint21 = {
x: point2.x + vectorVertices.x * t,
y: point2.y + vectorVertices.y * t,
z: point2.z + vectorVertices.z * t,
}
var sidePoint22 = {
x: point2.x - vectorVertices.x * t,
y: point2.y - vectorVertices.y * t,
z: point2.z - vectorVertices.z * t,
}
return [sidePoint11, sidePoint12, sidePoint21, sidePoint22];
}
initScene();
draw();
render();
body {
margin: 0;
width: 100%;
height: 100%;
overflow: hidden;
background-color: #000000;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>