基于距离向顶点添加点(网格几何)
Posted
技术标签:
【中文标题】基于距离向顶点添加点(网格几何)【英文标题】:Distance based addition of points to vertices (mesh geometry) 【发布时间】:2020-01-01 20:57:39 【问题描述】:我的场景中有一个THREE.Geometry
,其中包含超过 5,000 个顶点。我想要做的是将THREE.Points
添加到场景中仅包含几何体的网格的 3 个顶点。我想实现这样的目标:
我取了现有几何体第一个面的 3 个顶点并将它们添加到我的新几何体的顶点,该几何体应该包含 3 个顶点。我使用了THREE.Points
和THREE.PointsMaterial
,但我用THREE.LineSegments
和THREE.LineBasicMaterial
尝试了同样的事情,结果是一样的。 (除了点而不是线)。
var vertices = [
mesh.geometry.faces[0].a,
mesh.geometry.faces[0].b,
mesh.geometry.faces[0].c
];
vertices.forEach( function(vId,i)
vertices[i].index = i;
vertices[i] = mesh.geometry.vertices[vId].clone();
vertices[i].l2w = mesh.localToWorld(vertices[i].clone());
vertices[i].id = vId;
vertices[i].distance = vertices[i].l2w.distanceTo(camera.position);
)
var plane_geom = new THREE.Geometry();
plane_geom.vertices.push(vertices[0]);
plane_geom.vertices.push(vertices[1]);
plane_geom.vertices.push(vertices[2]);
plane_geom.verticesNeedUpdate = true;
plane_geom.elementsNeedUpdate = true;
plane_geom.computeVertexNormals();
var pointsMaterial2 = new THREE.PointsMaterial(
size: 2,
color: "red"
);
var plane_mesh = new THREE.Points( plane_geom, pointsMaterial2 );
scene.add( plane_mesh );
mesh.geometry.dispose();
mesh.material.dispose();
scene.remove( mesh);
我的初始几何是全局定义的,是加载的 STL 对象的几何,类型为THREE.Geometry
。具有此几何形状的网格会在 init 函数中添加到场景中。几何对象如下所示:
__directGeometry: Object vertices: (30006) […], normals: (30006) […],
colors: (30006) […], …
__bufferGeometry: Object uuid: "10EE834D-B19E-4C27-B831-F484D908DB06",
name: "", type: "BufferGeometry", …
_listeners: Object dispose: (1) […]
boundingBox: Object min: …, max: …
boundingSphere: Object center: …, radius: 135.73491999459804
colors: Array []
colorsNeedUpdate: false
elementsNeedUpdate: false
faceVertexUvs: Array [ [] ]
faces: Array(10002) [ …, …, …, … ]
groupsNeedUpdate: false
id: 2
lineDistances: Array []
lineDistancesNeedUpdate: false
morphNormals: Array []
morphTargets: Array []
name: ""
normalsNeedUpdate: false
skinIndices: Array []
skinWeights: Array []
type: "Geometry"
uuid: "0EB01FF3-E9BF-4CAD-AA97-5EC2933F0D9C"
uvsNeedUpdate: false
vertices: Array(5003) [ …, …, …, … ]
verticesNeedUpdate: false
将带有新几何体的新网格plane_mesh
添加到场景后,将显示几何体的所有点(每个顶点上)(超过 5,000 个点)。但是,如果我从场景中处理初始网格,我只能看到 3 个点。当打印出plane_mesh
时,一切看起来都很正常,并且网格只包含 3 个顶点......
经过大量的试验和错误,我意识到所有的操作都是在初始网格上执行的。只有在处理完网格后,plane_mesh
才会添加到场景中。
任何帮助将不胜感激!
【问题讨论】:
【参考方案1】:您可以为三角形创建一次几何图形,然后通过从原始几何图形复制它们来更改其顶点的值。这里只是一个概念(r108):
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer(
antialias: true
);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geom = new THREE.PlaneBufferGeometry(10, 10, 4, 4);
var mat = new THREE.MeshBasicMaterial(
color: "aqua",
wireframe: true
);
var mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);
var pointsGeom = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3()
]);
var pointsMat = new THREE.PointsMaterial(
size: 1,
color: "red"
);
var points = new THREE.Points(pointsGeom, pointsMat);
scene.add(points);
setInterval(() =>
let faces = geom.index.count / 3;
let face = THREE.Math.randInt(0, faces - 1);
setTriangle(face);
, 1000);
var v3 = new THREE.Vector3(); // temp vector
function setTriangle(face)
for (let i = 0; i < 3; i++)
v3.fromBufferAttribute(geom.attributes.position, geom.index.getX(face * 3 + i));
pointsGeom.attributes.position.setXYZ(i, v3.x, v3.y, v3.z);
pointsGeom.attributes.position.needsUpdate = true;
renderer.setAnimationLoop(() =>
renderer.render(scene, camera)
);
body
overflow: hidden;
margin: 0;
<script src="https://threejs.org/build/three.min.js"></script>
【讨论】:
以上是关于基于距离向顶点添加点(网格几何)的主要内容,如果未能解决你的问题,请参考以下文章