我正在Three.js项目中工作。在项目中,我必须显示几何的所有边缘,即使这些边缘与其他对象的表面相交。
这是说明我的问题的代码段。
var camera, scene, renderer, material, stats, group, wireframeMaterial;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer({antialias: true, alpha:true,clearAlpha:0,clearColor: 0xff0000});
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
// Create scene.
scene = new THREE.Scene();
group=new THREE.Group()
// Create material
material = new THREE.MeshBasicMaterial();
wireframeMaterial=new THREE.LineBasicMaterial( { color: 0x000000, side:THREE.FrontSide ,transparent:false,opacity:1,linewidth: 1 })
// Create cube and add to scene.
var geometry = new THREE.BoxGeometry(200, 200, 200);
var mesh1 = new THREE.Mesh(geometry, material);
group.add(mesh1);
var geometry2 = new THREE.BoxGeometry(100,100,100);
var mesh2 = new THREE.Mesh(geometry2, material);
group.add(mesh2);
mesh2.position.fromArray([0,150,0])
var edges = new THREE.EdgesGeometry( geometry );
var line = new THREE.LineSegments( edges, wireframeMaterial );
mesh1.add( line );
var edges2 = new THREE.EdgesGeometry( geometry2 );
var line2 = new THREE.LineSegments( edges2, wireframeMaterial );
mesh2.add( line2 );
scene.add(group)
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
group.rotation.x += 0.005;
group.rotation.y += 0.01;
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
body {
padding: 0;
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js"></script>
在小提琴代码中,您可以看到彼此之间有两个立方体。我希望小立方体的底部边缘变得可见。一种解决方案是使网状基础材料透明。但是,在这种情况下,位于立方体后面的边缘本身也将可见,这在项目中是不允许的。
那么这个问题有其他解决方案吗?
答案 0 :(得分:1)
找到了一个好的解决方案,您需要使用基本材料的polygonOffset
参数。
var material = new THREE.MeshBasicMaterial({
polygonOffset: true,
polygonOffsetFactor: 1, // positive value pushes polygon further away
polygonOffsetUnits: 1
});
在以下问题上找到了它:three.js EdgesHelper showing certain diagonal lines on Collada model
EdgesGeometry将仅渲染硬边缘。
WireframeGeometry将渲染所有边缘。
var camera, scene, renderer, material, stats, group, wireframeMaterial;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer({antialias: true, alpha:true,clearAlpha:0,clearColor: 0xff0000});
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
// Create scene.
scene = new THREE.Scene();
group=new THREE.Group()
// Create materials
var material = new THREE.MeshBasicMaterial({
polygonOffset: true,
polygonOffsetFactor: 1, // positive value pushes polygon further away
polygonOffsetUnits: 1
});
var wireframeMaterial= new THREE.LineBasicMaterial( { color: 0x000000, linewidth: 2 } );
// Create cube and add to scene.
var geometry = new THREE.BoxGeometry(200, 200, 200);
var edges = new THREE.EdgesGeometry(geometry);
var line = new THREE.LineSegments( edges, wireframeMaterial );
var mesh = new THREE.Mesh(geometry, material);
group.add(mesh, line);
var geometry2 = new THREE.BoxGeometry(100,100,100);
var wire = new THREE.EdgesGeometry(geometry2);
var line2 = new THREE.LineSegments( wire, wireframeMaterial );
var mesh2 = new THREE.Mesh(geometry2, material);
line2.position.fromArray([0,150,0]);
mesh2.position.fromArray([0,150,0]);
group.add(mesh2, line2);
scene.add(group)
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
// Add stats to page.
stats = new Stats();
document.body.appendChild( stats.dom );
}
function animate() {
requestAnimationFrame(animate);
group.rotation.x += 0.005;
group.rotation.y += 0.01;
renderer.render(scene, camera);
stats.update();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
<script type="text/javascript" src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script type="text/javascript" src="https://cdn.rawgit.com/mrdoob/stats.js/r17/build/stats.min.js"></script>