我同时使用three.js和CSG.js来制作新形状。
var materialText = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture(rel_path_name+"images/wood.jpg")
});
var material = new THREE.MeshLambertMaterial({
color: 0xFFFFFF
});
var cylinder = new THREE.Mesh(new THREE.CylinderGeometry(120, 100, 300, 40, 50, false), material);
cylinder.position.y = 100;
var bodyMainCSG = new THREE.CSG.toCSG(cylinder);
var cutOutShapeMaterial = new THREE.MeshLambertMaterial({
color: 0x000000
});
var bodyMainFront = new THREE.Mesh(new THREE.CylinderGeometry(200, 190, 300, 40, 50, false), material);
bodyMainFront.position.z = -126;
bodyMainFront.position.y = 100;
var bodyMainFrontCSG = new THREE.CSG.toCSG(bodyMainFront);
var cutOutShapeFront = new THREE.Mesh(new THREE.CubeGeometry(300,300,200), cutOutShapeMaterial);
cutOutShapeFront.position.z = 140;
cutOutShapeFront.position.y = 100;
var cutOutShapeFrontCSG = new THREE.CSG.toCSG(cutOutShapeFront);
var cutOutShapeBack = new THREE.Mesh(new THREE.CubeGeometry(300,300,200), cutOutShapeMaterial);
cutOutShapeBack.position.z = -140;
cutOutShapeBack.position.y = 100;
var cutOutShapeBackCSG = new THREE.CSG.toCSG(cutOutShapeBack);
var spareCube = new THREE.Mesh(new THREE.CubeGeometry(400,300,400), cutOutShapeMaterial);
spareCube.position.z = -160;
spareCube.position.y = 100;
var spareCubeCSG = new THREE.CSG.toCSG(spareCube);
var bodyMainBack = new THREE.Mesh(new THREE.CylinderGeometry(220, 210, 300, 40, 50, false), material);
bodyMainBack.position.z = 148;
bodyMainBack.position.y = 100;
var bodyMainBackCSG = new THREE.CSG.toCSG(bodyMainBack);
var spareCube2 = new THREE.Mesh(new THREE.CubeGeometry(440,300,440), cutOutShapeMaterial);
spareCube2.position.z = 180;
spareCube2.position.y = 100;
var spareCube2CSG = new THREE.CSG.toCSG(spareCube2);
//Front creation Shape - Mixture of body main shape/Cube cut out shape
var extraCircle = bodyMainFrontCSG.subtract(spareCubeCSG);
//Front creation Shape - Mixture of body main shape/Cube cut out shape
var extraCircle = bodyMainFrontCSG.subtract(spareCubeCSG);
var extraCircleBack = bodyMainBackCSG.subtract(spareCube2CSG);
var frontCreationShape = bodyMainCSG.subtract(cutOutShapeFrontCSG);
var backCreationShape = frontCreationShape.subtract(cutOutShapeBackCSG);
var geometry = extraCircle.union(backCreationShape);
var geometry = geometry.union(extraCircleBack);
//var bulkRemoval = bodyMainCSG.subtract(cubeBulkCG);
//var geometry = bulkRemoval.subtract(frontCreationShape);
var mesh = new THREE.Mesh(THREE.CSG.fromCSG( geometry ), materialText);
不是最好的代码 - 最重要的行是
var materialText = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture(rel_path_name+"images/wood.jpg")
});
var mesh = new THREE.Mesh(THREE.CSG.fromCSG( geometry ), materialText);
我试图将纹理添加到已转换为CSG的切割形状,然后返回到THREE。每次我这样做,我从three.js得到一个随机错误。我厌倦了将MeshBasicMaterial更改为“MeshPhongMaterial”和“MeshLambertMaterial”,仍然是同样的错误。
所以我的问题是,我做错了什么或者不可能?
答案 0 :(得分:2)
通过稍微改变CSG.js和THREE.CSG.js,这实际上非常简单。需要将UV引入CSG顶点原型,并且在THREE.CSG中,需要将UV传入和传出CSG多边形。
修改后的代码如下所示:
CSG.js中的顶点原型:
CSG.Vertex = function(pos, normal, uv) {
this.pos = new CSG.Vector(pos);
this.normal = new CSG.Vector(normal);
// modification
this.uv = new CSG.Vector(uv);
};
CSG.Vertex.prototype = {
clone: function() {
return new CSG.Vertex(
this.pos.clone(),
this.normal.clone(),
// modification
this.uv.clone()
);
},
// Invert all orientation-specific data (e.g. vertex normal). Called when the
// orientation of a polygon is flipped.
flip: function() {
this.normal = this.normal.negated();
},
// Create a new vertex between this vertex and `other` by linearly
// interpolating all properties using a parameter of `t`. Subclasses should
// override this to interpolate additional properties.
interpolate: function(other, t) {
return new CSG.Vertex(
this.pos.lerp(other.pos, t),
this.normal.lerp(other.normal, t),
// modification
this.uv.lerp(other.uv, t)
);
}
};
整个THREE.CSG.js文件:
/*
THREE.CSG
@author Chandler Prall <chandler.prall@gmail.com> http://chandler.prallfamily.com
Wrapper for Evan Wallace's CSG library (https://github.com/evanw/csg.js/)
Provides CSG capabilities for Three.js models.
Provided under the MIT License
*/
THREE.CSG = {
toCSG: function ( three_model, offset, rotation ) {
var i, geometry, offset, polygons, vertices, rotation_matrix;
if ( !CSG ) {
throw 'CSG library not loaded. Please get a copy from https://github.com/evanw/csg.js';
}
if ( three_model instanceof THREE.Mesh ) {
geometry = three_model.geometry;
offset = offset || three_model.position;
rotation = rotation || three_model.rotation;
} else if ( three_model instanceof THREE.Geometry ) {
geometry = three_model;
offset = offset || new THREE.Vector3( 0, 0, 0 );
rotation = rotation || new THREE.Vector3( 0, 0, 0 );
} else {
throw 'Model type not supported.';
}
rotation_matrix = new THREE.Matrix4( ).setRotationFromEuler( rotation );
var polygons = [];
for ( i = 0; i < geometry.faces.length; i++ ) {
if ( geometry.faces[i] instanceof THREE.Face3 ) {
vertices = [];
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].a].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][0].u, geometry.faceVertexUvs[0][i][0].v, 0 ] ) );
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].b].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][1].u, geometry.faceVertexUvs[0][i][1].v, 0 ] ) );
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].c].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][2].u, geometry.faceVertexUvs[0][i][2].v, 0 ] ) );
polygons.push( new CSG.Polygon( vertices ) );
} else if ( geometry.faces[i] instanceof THREE.Face4 ) {
vertices = [];
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].a].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][0].u, geometry.faceVertexUvs[0][i][0].v, 0 ] ) );
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].b].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][1].u, geometry.faceVertexUvs[0][i][1].v, 0 ] ) );
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].d].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][3].u, geometry.faceVertexUvs[0][i][3].v, 0 ] ) );
polygons.push( new CSG.Polygon( vertices ) );
vertices = [];
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].b].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][1].u, geometry.faceVertexUvs[0][i][1].v, 0 ] ) );
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].c].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][2].u, geometry.faceVertexUvs[0][i][2].v, 0 ] ) );
vertices.push( new CSG.Vertex( rotation_matrix.multiplyVector3( geometry.vertices[geometry.faces[i].d].clone( ).addSelf( offset ) ), [ geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z ], [ geometry.faceVertexUvs[0][i][3].u, geometry.faceVertexUvs[0][i][3].v, 0 ] ) );
polygons.push( new CSG.Polygon( vertices ) );
} else {
throw 'Model contains unsupported face.';
}
}
return CSG.fromPolygons( polygons );
},
fromCSG: function( csg_model ) {
var i, j, vertices, face,
three_geometry = new THREE.Geometry( ),
polygons = csg_model.toPolygons( );
if ( !CSG ) {
throw 'CSG library not loaded. Please get a copy from https://github.com/evanw/csg.js';
}
for ( i = 0; i < polygons.length; i++ ) {
// Vertices
vertices = [];
for ( j = 0; j < polygons[i].vertices.length; j++ ) {
vertices.push( this.getGeometryVertice( three_geometry, polygons[i].vertices[j].pos ) );
}
if ( vertices[0] === vertices[vertices.length - 1] ) {
vertices.pop( );
}
for (var j = 2; j < vertices.length; j++) {
face = new THREE.Face3( vertices[0], vertices[j-1], vertices[j], new THREE.Vector3( ).copy( polygons[i].plane.normal ) );
three_geometry.faces.push( face );
three_geometry.faceVertexUvs[0].push([
new THREE.UV(polygons[i].vertices[0].uv.x, polygons[i].vertices[0].uv.y),
new THREE.UV(polygons[i].vertices[j-1].uv.x, polygons[i].vertices[j-1].uv.y),
new THREE.UV(polygons[i].vertices[j].uv.x, polygons[i].vertices[j].uv.y)
]);
}
}
three_geometry.computeBoundingBox();
return three_geometry;
},
getGeometryVertice: function ( geometry, vertice_position ) {
var i;
for ( i = 0; i < geometry.vertices.length; i++ ) {
if ( geometry.vertices[i].x === vertice_position.x && geometry.vertices[i].y === vertice_position.y && geometry.vertices[i].z === vertice_position.z ) {
// Vertice already exists
return i;
}
};
geometry.vertices.push( new THREE.Vector3( vertice_position.x, vertice_position.y, vertice_position.z ) );
return geometry.vertices.length - 1;
}
};
使用这些代码,将CSG操作应用于两个THREE.Geometry使用相同的纹理贴图进行纹理处理效果很好,同时保持正确的顶点UV。
希望这对你有所帮助!