使用threeBSP方法后,创建的球体不光滑 [英] After using the threeBSP method, the created spheres are not smooth
本文介绍了使用threeBSP方法后,创建的球体不光滑的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我正在尝试更改球体的分段数,但如果达到 45 的限制,则无法切割它,并且没有其他方法可以使球体更平滑一点.
var 结果;var sphereG = new THREE.SphereGeometry(115, 45, 45);var sphereM = new THREE.MeshPhongMaterial({color:"#fff"});var sphere = new THREE.Mesh(sphereG,sphereM);var polyhedronG = new THREE.Geometry();polyhedronG.vertices.push(new THREE.Vector3(-200,200,-200),//A 0new THREE.Vector3(-200,-200,200),//B 1new THREE.Vector3(200,-200,-200),//D 2new THREE.Vector3(-1,-1,-1)//O 3);polyhedronG.faces.push(新三.Face3( 0, 1, 2 ),新三.Face3( 0, 2, 3 ),新三.Face3( 0, 3, 1 ),新三.Face3( 3, 2, 1 ));var polyhedronM = new THREE.MeshPhongMaterial( {颜色:#E8FBFF",侧面:三.双面,透明:真实,不透明度:0.1});var polyhedron = new THREE.Mesh(polyhedronG,polyhedronM);var boxBSP = new ThreeBSP(polyhedron);var sphereBSP = new ThreeBSP(sphere);var resultBSP = sphereBSP.subtract(boxBSP);结果 = resultBSP.toMesh();result.material=new THREE.MeshPhongMaterial({color:'#fff'});
解决方案
(function onLoad() {var 容器、相机、场景、渲染器、控件;在里面();动画();函数创建模型(){var sphereG = new THREE.SphereGeometry(115, 45, 45);var sphere = new THREE.Mesh(sphereG);var polyhedronG = new THREE.Geometry();polyhedronG.vertices.push(new THREE.Vector3(-200,200,-200),//A 0new THREE.Vector3(-200,-200,200),//B 1new THREE.Vector3(200,-200,-200),//D 2new THREE.Vector3(-1,-1,-1)//O 3);polyhedronG.faces.push(新三.Face3( 0, 1, 2 ),新三.Face3( 0, 2, 3 ),新三.Face3( 0, 3, 1 ),新三.Face3( 3, 2, 1 ));var polyhedronM = new THREE.MeshPhongMaterial( {颜色:#E8FBFF",侧面:三.双面,透明:真实,不透明度:0.1});var polyhedron = new THREE.Mesh(polyhedronG,polyhedronM);var boxBSP = new ThreeBSP(polyhedron);var sphereBSP = new ThreeBSP(sphere);var resultBSP1 = sphereBSP.subtract(boxBSP);var resultMesh1 = resultBSP1.toMesh();resultMesh1.material=new THREE.MeshPhongMaterial({color:'#ff8080'});resultMesh1.position.x = 100var resultBSP2 = sphereBSP.subtract(boxBSP);var resultMesh2 = resultBSP2.toMesh();resultMesh2.material=new THREE.MeshPhongMaterial({color:'#ff8080'});resultMesh2.position.x = -100resultMesh2.geometry.computeVertexNormals();场景添加(resultMesh1);场景添加(resultMesh2);}函数初始化(){container = document.getElementById('container');渲染器 = 新的 THREE.WebGLRenderer({抗锯齿:真});renderer.setPixelRatio(window.devicePixelRatio);renderer.setSize(window.innerWidth, window.innerHeight);renderer.shadowMap.enabled = true;container.appendChild(renderer.domElement);场景 = 新的 THREE.Scene();场景背景 = 新三色(0xffffff);camera = new THREE.PerspectiveCamera(70, window.innerWidth/window.innerHeight, 1, 10000);相机位置设置(0,-400,-150);场景.添加(相机);调整大小();window.onresize = 调整大小;varambientLight = new THREE.AmbientLight(0x404040);场景.添加(环境光);var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );directionalLight.position.x = -1;方向光.position.y = 0;directionalLight.position.z = -2;场景添加(定向光);控件 = 新的 THREE.OrbitControls(camera, renderer.domElement);创建模型();}函数调整大小(){renderer.setSize(window.innerWidth, window.innerHeight);camera.aspect = window.innerWidth/window.innerHeight;相机.updateProjectionMatrix();}函数动画(){请求动画帧(动画);使成为();}函数渲染(){renderer.render(场景,相机);}})();
<script src="https://rawcdn.githack.com/mrdoob/three.js/r124/build/three.js"></script><script src="https://rawcdn.githack.com/mrdoob/three.js/r124/examples/js/controls/OrbitControls.js"></script><script src="https://rawgit.com/Wilt/ThreeCSG/develop/ThreeCSG.js"></script><div id="container"></div>
I'm trying to change the number of segments of the sphere, but I can't cut it if I have reached the 45 limit, and there's no other way to make the sphere a little smoother.
var result;
var sphereG = new THREE.SphereGeometry( 115, 45, 45 );
var sphereM = new THREE.MeshPhongMaterial({color:"#fff"} );
var sphere = new THREE.Mesh(sphereG,sphereM);
var polyhedronG = new THREE.Geometry();
polyhedronG.vertices.push(
new THREE.Vector3(-200,200,-200), //A 0
new THREE.Vector3(-200,-200,200), //B 1
new THREE.Vector3(200,-200,-200), //D 2
new THREE.Vector3(-1,-1,-1) //O 3
);
polyhedronG.faces.push(
new THREE.Face3( 0, 1, 2 ),
new THREE.Face3( 0, 2, 3 ),
new THREE.Face3( 0, 3, 1 ),
new THREE.Face3( 3, 2, 1 )
);
var polyhedronM = new THREE.MeshPhongMaterial( {
color:"#E8FBFF",
side:THREE.DoubleSide,
transparent:true,
opacity:0.1
});
var polyhedron = new THREE.Mesh(polyhedronG,polyhedronM);
var boxBSP = new ThreeBSP(polyhedron);
var sphereBSP = new ThreeBSP(sphere);
var resultBSP = sphereBSP.subtract(boxBSP);
result = resultBSP.toMesh();
result.material=new THREE.MeshPhongMaterial({color:'#fff'});
解决方案
computeVertexNormals()
should do what you want:
result = resultBSP.toMesh();
result.material=new THREE.MeshPhongMaterial({color:'#fff'});
result.geometry.computeVertexNormals();
See the code snippet:
For the right mesh computeVertexNormals()
was called and for the left mesh it was not called.
(function onLoad() {
var container, camera, scene, renderer, controls;
init();
animate();
function createModel() {
var sphereG = new THREE.SphereGeometry( 115, 45, 45 );
var sphere = new THREE.Mesh(sphereG);
var polyhedronG = new THREE.Geometry();
polyhedronG.vertices.push(
new THREE.Vector3(-200,200,-200), //A 0
new THREE.Vector3(-200,-200,200), //B 1
new THREE.Vector3(200,-200,-200), //D 2
new THREE.Vector3(-1,-1,-1) //O 3
);
polyhedronG.faces.push(
new THREE.Face3( 0, 1, 2 ),
new THREE.Face3( 0, 2, 3 ),
new THREE.Face3( 0, 3, 1 ),
new THREE.Face3( 3, 2, 1 )
);
var polyhedronM = new THREE.MeshPhongMaterial( {
color:"#E8FBFF",
side:THREE.DoubleSide,
transparent:true,
opacity:0.1
});
var polyhedron = new THREE.Mesh(polyhedronG,polyhedronM);
var boxBSP = new ThreeBSP(polyhedron);
var sphereBSP = new ThreeBSP(sphere);
var resultBSP1 = sphereBSP.subtract(boxBSP);
var resultMesh1 = resultBSP1.toMesh();
resultMesh1.material=new THREE.MeshPhongMaterial({color:'#ff8080'});
resultMesh1.position.x = 100
var resultBSP2 = sphereBSP.subtract(boxBSP);
var resultMesh2 = resultBSP2.toMesh();
resultMesh2.material=new THREE.MeshPhongMaterial({color:'#ff8080'});
resultMesh2.position.x = -100
resultMesh2.geometry.computeVertexNormals();
scene.add(resultMesh1);
scene.add(resultMesh2);
}
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, -400, -150);
scene.add(camera);
resize();
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.x = -1;
directionalLight.position.y = 0;
directionalLight.position.z = -2;
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera, renderer.domElement);
createModel();
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://rawcdn.githack.com/mrdoob/three.js/r124/build/three.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/r124/examples/js/controls/OrbitControls.js"></script>
<script src="https://rawgit.com/Wilt/ThreeCSG/develop/ThreeCSG.js"></script>
<div id="container"></div>
这篇关于使用threeBSP方法后,创建的球体不光滑的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!
查看全文