pythreejs:如何将修剪的曲面渲染为实体对象

时间:2019-04-18 21:00:08

标签: three.js pythreejs

我想在JupyterLab中使用pythreejs代替纯JavaScript实现https://stackoverflow.com/a/37093210中描述的内容。

我可以以某种方式在python中子类化MeshPhongMaterial来添加此更改吗?

如果我能理解如何使用ShaderMaterialvertexShader,我也很乐意走fragmentShader路线(请参阅https://github.com/jupyter-widgets/pythreejs/blob/master/examples/Shaders.ipynb),因此大致像{ {1}}或MeshStandarMaterial(我需要环境光和点光源以及MeshPhongMaterial光源支持)。

当然,任何其他将我带入https://stackoverflow.com/a/37093210DoubleSide中的想法,都是欢迎的。

1 个答案:

答案 0 :(得分:0)

移植答案https://stackoverflow.com/a/38186639中提到的SectionHelper非常容易,

class SectionHelper(Mesh):
    def __init__(self, object, hexOrMaterial):
        if isinstance(hexOrMaterial, MeshBasicMaterial):
            material = hexOrMaterial
        else:
            color = hexOrMaterial
            material = MeshBasicMaterial(color=color, side="BackSide")

        super().__init__(object.geometry, material)

        self.matrix = object.matrixWorld
        self.matrixAutoUpdate = False

结果如预期

from ipywidgets import Layout
material = MeshPhongMaterial(color = "green", side="DoubleSide", diffuse="red")

torus = Mesh(
    TorusKnotBufferGeometry(radius=20, tube=5, tubularSegments=64, radialSegments=64, p=2, q=3), 
    material=material
)

sec = SectionHelper(torus, "#ff00ff")

key_light = DirectionalLight(color='white', position=[3, 5, 1], intensity=0.5)

c = PerspectiveCamera(position=[0, 100, 100], up=[0, 1, 0], children=[key_light])

scene = Scene(children=[torus, sec, c, AmbientLight(color='#777777')], background=None)

renderer = Renderer(camera=c, 
                    scene=scene,
                    alpha=True,
                    clearOpacity=0,
                    controls=[OrbitControls(controlling=c)],
                    width=500, height=500)

renderer.localClippingEnabled = True;
display(renderer)

for i in range(-64, 64):
    renderer.clippingPlanes = [Plane((0,-1,0), i/2.0)]
    time.sleep(0.1)

clipped torusknot