首页 > 解决方案 > 用 ThreeJS 替换空间中的平面

问题描述

我想将 ThreeJS 中的平面替换为特定的 Z 值。

我创建了一个 shapeBufferGeometry,其中包含包含 xy 和 z 值的 Vector3s。

这是我的代码和我得到的。我希望白色平面与水色线的位置相匹配。

下面的代码允许我用我的平面渲染场景中的不同点以及它周围的顶点。

我知道我可以使用 translate 来移动飞机,但我不知道如何正确使用它。我怎么知道根据我的向量值应该在哪个轴上平移我的几何图形。

<!DOCTYPE html>
    <html>
        <head>
            <meta charset="utf-8">
            <title>My first three.js app</title>
            
            <style>
                body { margin: 0; }
            </style>
        </head>
        <body>
            <canvas id="c" width="800" height="500"></canvas>
            <script>
            </script>
            <script type="module">
                import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/build/three.module.js';
                import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/controls/OrbitControls.js';
                import {GUI} from 'https://threejsfundamentals.org/threejs/../3rdparty/dat.gui.module.js';
                import { ConvexGeometry } from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/geometries/ConvexGeometry.js'
                
                var scene = new THREE.Scene();
                var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 2000);
                camera.position.set(0, 20, 40);
                camera.lookAt(scene.position);
                var renderer = new THREE.WebGLRenderer({
                antialias: true
                });
                renderer.setSize(window.innerWidth, window.innerHeight);
                document.body.appendChild(renderer.domElement);
    
                var controls = new OrbitControls(camera, renderer.domElement);
                controls.target = new THREE.Vector3(10, 0, 10);
                controls.update();
    
                var grid = new THREE.GridHelper(50, 50, 0x808080, 0x202020); // xy-grid
                grid.geometry.rotateX(Math.PI * 0.5);
                scene.add(grid);
    
                var points = [ // all of them are on the xz-plane
                //  new THREE.Vector3(5, 0, 5),
                // new THREE.Vector3(25, 0, 5),
                // new THREE.Vector3(25, 0, 15),
                // new THREE.Vector3(15, 0, 15),
                // new THREE.Vector3(15, 0, 25),
                // new THREE.Vector3(5, 0, 25),
                // new THREE.Vector3(5, 0, 5)
    
                new THREE.Vector3(199.2353333,7.6714966,  32),
                new THREE.Vector3(199.0974316,276.6667291, 32),
                new THREE.Vector3(75.2343077,276.6715748, 32),
                new THREE.Vector3(75.2343077,232.6714966, 32),
                new THREE.Vector3(101.1792999,232.6714966, 32),
                new THREE.Vector3(101.1792999,194.6807462, 32),
                new THREE.Vector3(75.2343077,194.6714966, 32),
                new THREE.Vector3(75.2343077,7.6714966, 32),
                new THREE.Vector3(199.2353333,7.6714966, 32)
                ]
    
                var geom = new THREE.BufferGeometry().setFromPoints(points);
                var pointsObj = new THREE.Points(geom, new THREE.PointsMaterial({
                color: "red"
                }));
                scene.add(pointsObj);
    
                var line = new THREE.LineLoop(geom, new THREE.LineBasicMaterial({
                color: "aqua"
                }));
                scene.add(line);
    
                // normals 
                var normal = new THREE.Vector3(0, 0, 1); // I already know the normal of xz-plane ;)
                scene.add(new THREE.ArrowHelper(normal, new THREE.Vector3(10, 0, 10), 5, 0xffff00)); //yellow
    
                var normalZ = new THREE.Vector3(0, 0, 1); // base normal of xy-plane
                scene.add(new THREE.ArrowHelper(normalZ, scene.position, 5,'#FF001F' )); // aqua
    
                // 1 quaternions
                var quaternion = new THREE.Quaternion().setFromUnitVectors(normal, normalZ);
                var quaternionBack = new THREE.Quaternion().setFromUnitVectors(normalZ, normal);
    
                // 2 make it parallel to xy-plane
                points.forEach(p => {
                p.applyQuaternion(quaternion)
                });
    
                // 3 create shape and shapeGeometry
                var shape = new THREE.Shape(points);
                var shapeGeom = new THREE.ShapeBufferGeometry(shape);
                shapeGeom.computeFaceNormals();
                shapeGeom.computeVertexNormals();
    
                // 4 put our points back to their origins
                points.forEach(p => {
                p.applyQuaternion(quaternionBack)
                });
    
                // 5 assign points to .vertices
                shapeGeom.vertices = points;
    
                var shapeMesh = new THREE.Mesh(shapeGeom, new THREE.MeshBasicMaterial({
                color: '#FF001F ',
                side: THREE.DoubleSide
                }));
    
                
                scene.add(shapeMesh);
    
    
                // scene.add( new THREE.FaceNormalsHelper( shapeMesh ) );
    
    
    
                render();
    
                function render() {
                requestAnimationFrame(render);
                renderer.render(scene, camera);
                }
            </script>
        </body>
    </html> 

我得到的结果:
我得到的结果

标签: javascriptthree.jsplanebuffer-geometry

解决方案


无需添加最后一个点来关闭轮廓。

并且您的步骤// 5 assign points to .vertices需要检查 CCW 的pointsvia ShapeUtils。将 Vector3 数组分配.vertices给缓冲区几何体是没有用的,因为该类型的几何体没有该属性,因此您正在使用缓冲区属性。调用shapeGeom.computeFaceNormals();也是没用的。

body{
  overflow: hidden;
  margin: 0;
}
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/build/three.module.js';
import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/controls/OrbitControls.js';
import {GUI} from 'https://threejsfundamentals.org/threejs/../3rdparty/dat.gui.module.js';
import { ConvexGeometry } from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/geometries/ConvexGeometry.js'

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.set(0, 20, 40).setLength(500).add(new THREE.Vector3(150, 150, 0));
camera.lookAt(150, 150, 0);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new OrbitControls(camera, renderer.domElement);
controls.target = new THREE.Vector3(10, 0, 10);
controls.update();

var grid = new THREE.GridHelper(50, 50, 0x808080, 0x202020); // xy-grid
grid.geometry.rotateX(Math.PI * 0.5);
scene.add(grid);

var points = [ // all of them are on the xz-plane
//  new THREE.Vector3(5, 0, 5),
// new THREE.Vector3(25, 0, 5),
// new THREE.Vector3(25, 0, 15),
// new THREE.Vector3(15, 0, 15),
// new THREE.Vector3(15, 0, 25),
// new THREE.Vector3(5, 0, 25),
// new THREE.Vector3(5, 0, 5)

new THREE.Vector3(199.2353333,7.6714966,  32),
new THREE.Vector3(199.0974316,276.6667291, 32),
new THREE.Vector3(75.2343077,276.6715748, 32),
new THREE.Vector3(75.2343077,232.6714966, 32),
new THREE.Vector3(101.1792999,232.6714966, 32),
new THREE.Vector3(101.1792999,194.6807462, 32),
new THREE.Vector3(75.2343077,194.6714966, 32),
new THREE.Vector3(75.2343077,7.6714966, 32)/*,
new THREE.Vector3(199.2353333,7.6714966, 32)*/
]

var geom = new THREE.BufferGeometry().setFromPoints(points);
var pointsObj = new THREE.Points(geom, new THREE.PointsMaterial({
color: "red"
}));
scene.add(pointsObj);

var line = new THREE.LineLoop(geom, new THREE.LineBasicMaterial({
color: "aqua"
}));
scene.add(line);

// normals 
var normal = new THREE.Vector3(0, 0, 1); // I already know the normal of xz-plane ;)
scene.add(new THREE.ArrowHelper(normal, new THREE.Vector3(10, 0, 10), 5, 0xffff00)); //yellow

var normalZ = new THREE.Vector3(0, 0, 1); // base normal of xy-plane
scene.add(new THREE.ArrowHelper(normalZ, scene.position, 5,'#FF001F' )); // aqua

// 1 quaternions
var quaternion = new THREE.Quaternion().setFromUnitVectors(normal, normalZ);
var quaternionBack = new THREE.Quaternion().setFromUnitVectors(normalZ, normal);

// 2 make it parallel to xy-plane
points.forEach(p => {
p.applyQuaternion(quaternion)
});

// 3 create shape and shapeGeometry
var shape = new THREE.Shape(points);
var shapeGeom = new THREE.ShapeBufferGeometry(shape);
shapeGeom.computeFaceNormals();
shapeGeom.computeVertexNormals();

// 4 put our points back to their origins
points.forEach(p => {
p.applyQuaternion(quaternionBack)
});

// 5 assign points to .vertices
if (!THREE.ShapeUtils.isClockWise(points)) points.reverse(); // CCW order
points.forEach((p, idx) => {
  shapeGeom.attributes.position.setXYZ(idx, p.x, p.y, p.z);
});

console.log(points.length, shapeGeom.attributes.position.count);

var shapeMesh = new THREE.Mesh(shapeGeom, new THREE.MeshBasicMaterial({
color: "#FF001F",
//side: THREE.DoubleSide
}));




scene.add(shapeMesh);


// scene.add( new THREE.FaceNormalsHelper( shapeMesh ) );



render();

function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
</script>


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