如何将面添加到 THREE.BufferGeometry? [英] How to add faces to THREE.BufferGeometry?
问题描述
我以编程方式创建了一个简单的网格:
I have created programmatically a simple mesh:
var CreateSimpleMesh = new function () {
var xy = [],
maxX = 7,
maxY = 10,
river = [[0, 5], [0, 4], [1, 3], [2, 2], [3, 2], [4, 1], [5, 1], [6, 0]],
grassGeometry = new THREE.BufferGeometry(),
grassVertexPositions = []
this.init = function () {
for (i = 0; i < maxX; i++) {
for (j = 0; j < maxY; j++) {
xy.push([i, j])
}
}
for (var i = 0; i < xy.length; i++) {
grassVertexPositions.push([xy[i][0], xy[i][1], 0])
grassVertexPositions.push([xy[i][0] + 1, xy[i][1], 0])
grassVertexPositions.push([xy[i][0], xy[i][1] + 1, 0])
grassVertexPositions.push([xy[i][0] + 1, xy[i][1] + 1, 0])
grassVertexPositions.push([xy[i][0], xy[i][1] + 1, 0])
grassVertexPositions.push([xy[i][0] + 1, xy[i][1], 0])
}
for (var i = 0; i < grassVertexPositions.length; i++) {
for (var j = 0; j < river.length; j++) {
if (river[j][0] == grassVertexPositions[i][0] && river[j][1] == grassVertexPositions[i][1]) {
grassVertexPositions[i][2] = -0.5
}
}
}
var grassVertices = new Float32Array(grassVertexPositions.length * 3)
for (var i = 0; i < grassVertexPositions.length; i++) {
grassVertices[i * 3 + 0] = grassVertexPositions[i][0];
grassVertices[i * 3 + 1] = grassVertexPositions[i][1];
grassVertices[i * 3 + 2] = grassVertexPositions[i][2];
}
grassGeometry.addAttribute('position', new THREE.BufferAttribute(grassVertices, 3))
var grassMaterial = new THREE.MeshLambertMaterial({color: 0x00ff00}),
grassMesh = new THREE.Mesh(grassGeometry, grassMaterial)
grassMesh.rotation.x = -Math.PI / 2
Test.getScene().add(grassMesh);
}
}
问题是这个网格只有顶点.我试图在 this 问题中添加面孔使用 THREE.Shape.Utils.triangulateShape 但 BufferGeometry 与普通几何不同,它不起作用.是否可以将面添加到 BufferGeometry 中?
Problem is that this mesh has only vertices. I have tried to add to it faces like in this question using THREE.Shape.Utils.triangulateShape but BufferGeometry is different than normal geometry and it does not work. Is it possible to add faces to BufferGeometry?
推荐答案
这里是如何创建具有 BufferGeometry
的网格.这是不共享顶点的更简单的非索引"BufferGeometry
.
Here is how to create a mesh having BufferGeometry
. This is the simpler "non-indexed" BufferGeometry
where vertices are not shared.
// non-indexed buffer geometry
var geometry = new THREE.BufferGeometry();
// number of triangles
var NUM_TRIANGLES = 10;
// attributes
var positions = new Float32Array( NUM_TRIANGLES * 3 * 3 );
var normals = new Float32Array( NUM_TRIANGLES * 3 * 3 );
var colors = new Float32Array( NUM_TRIANGLES * 3 * 3 );
var uvs = new Float32Array( NUM_TRIANGLES * 3 * 2 );
var color = new THREE.Color();
var scale = 15;
var size = 5;
var x, y, z;
for ( var i = 0, l = NUM_TRIANGLES * 3; i < l; i ++ ) {
if ( i % 3 === 0 ) {
x = ( Math.random() - 0.5 ) * scale;
y = ( Math.random() - 0.5 ) * scale;
z = ( Math.random() - 0.5 ) * scale;
} else {
x = x + size * ( Math.random() - 0.5 );
y = y + size * ( Math.random() - 0.5 );
z = z + size * ( Math.random() - 0.5 );
}
var index = 3 * i;
// positions
positions[ index ] = x;
positions[ index + 1 ] = y;
positions[ index + 2 ] = z;
//normals -- we will set normals later
// colors
color.setHSL( i / l, 1.0, 0.5 );
colors[ index ] = color.r;
colors[ index + 1 ] = color.g;
colors[ index + 2 ] = color.b;
// uvs
uvs[ index ] = Math.random(); // just something...
uvs[ index + 1 ] = Math.random();
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
// optional
geometry.computeBoundingBox();
geometry.computeBoundingSphere();
// set the normals
geometry.computeVertexNormals(); // computed vertex normals are orthogonal to the face for non-indexed BufferGeometry
小提琴:http://jsfiddle.net/5co6c27w/
有关创建 BufferGeometry
的许多其他示例,请参阅three.js 示例.另请查看 PlaneBufferGeometry
和 SphereBufferGeometry
的源代码,它们相当容易理解.
See the three.js examples for many additional examples of creating BufferGeometry
. Also check out the source code for PlaneBufferGeometry
and SphereBufferGeometry
, which are reasonably easy to understand.
three.js r.73
three.js r.73
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