Dar*_*kas 27 javascript merge three.js
在这里我遇到了问题,因为我需要将两个几何(或网格)合并为一个.使用早期版本的three.js有一个很好的功能:
THREE.GeometryUtils.merge(pendulum, ball);
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但是,它不再是新版本了.
我尝试合并pendulum
并ball
使用以下代码:
ball
是一个网格.
var ballGeo = new THREE.SphereGeometry(24,35,35);
var ballMat = new THREE.MeshPhongMaterial({color: 0xF7FE2E});
var ball = new THREE.Mesh(ballGeo, ballMat);
ball.position.set(0,0,0);
var pendulum = new THREE.CylinderGeometry(1, 1, 20, 16);
ball.updateMatrix();
pendulum.merge(ball.geometry, ball.matrix);
scene.add(pendulum);
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毕竟,我收到以下错误:
THREE.Object3D.add: object not an instance of THREE.Object3D. THREE.CylinderGeometry {uuid: "688B0EB1-70F7-4C51-86DB-5B1B90A8A24C", name: "", type: "CylinderGeometry", vertices: Array[1332], colors: Array[0]…}THREE.error @ three_r71.js:35THREE.Object3D.add @ three_r71.js:7770(anonymous function) @ pendulum.js:20
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小智 33
更清楚地解释Darius的答案(当我努力解决它时,在尝试更新Doob先生的程序城市版本以使用Face3框时):
基本上,您将所有网格合并为单个几何.所以,例如,如果你想要合并一个盒子和球体:
var box = new THREE.BoxGeometry(1, 1, 1);
var sphere = new THREE.SphereGeometry(.65, 32, 32);
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...成一个几何:
var singleGeometry = new THREE.Geometry();
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...你会为每个几何创建一个Mesh:
var boxMesh = new THREE.Mesh(box);
var sphereMesh = new THREE.Mesh(sphere);
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...然后为每个几何体调用合并方法,将每个几何体和矩阵传递给方法:
boxMesh.updateMatrix(); // as needed
singleGeometry.merge(boxMesh.geometry, boxMesh.matrix);
sphereMesh.updateMatrix(); // as needed
singleGeometry.merge(sphereMesh.geometry, sphereMesh.matrix);
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合并后,从单个几何体创建网格并添加到场景中:
var material = new THREE.MeshPhongMaterial({color: 0xFF0000});
var mesh = new THREE.Mesh(singleGeometry, material);
scene.add(mesh);
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一个工作的例子:
<!DOCTYPE html>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.js"></script>
<!-- OrbitControls.js is not versioned and may stop working with r77 -->
<script src='http://threejs.org/examples/js/controls/OrbitControls.js'></script>
<body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'>
<script>
// init renderer
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// init scene and camera
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 3000);
camera.position.z = 5;
var controls = new THREE.OrbitControls(camera)
// our code
var box = new THREE.BoxGeometry(1, 1, 1);
var sphere = new THREE.SphereGeometry(.65, 32, 32);
var singleGeometry = new THREE.Geometry();
var boxMesh = new THREE.Mesh(box);
var sphereMesh = new THREE.Mesh(sphere);
boxMesh.updateMatrix(); // as needed
singleGeometry.merge(boxMesh.geometry, boxMesh.matrix);
sphereMesh.updateMatrix(); // as needed
singleGeometry.merge(sphereMesh.geometry, sphereMesh.matrix);
var material = new THREE.MeshPhongMaterial({color: 0xFF0000});
var mesh = new THREE.Mesh(singleGeometry, material);
scene.add(mesh);
// a light
var light = new THREE.HemisphereLight(0xfffff0, 0x101020, 1.25);
light.position.set(0.75, 1, 0.25);
scene.add(light);
// render
requestAnimationFrame(function animate(){
requestAnimationFrame(animate);
renderer.render(scene, camera);
})
</script>
</body>
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至少,这就是我解释事物的方式; 如果我有什么不对的话,向任何人道歉,因为我不是一个接近成为three.js专家(目前正在学习)的地方.当最新版本破坏事物时(合并的东西就是其中之一,事实上,three.js不再使用四边形作为立方体的事情)我只是有"运气不好"试图定制Doob先生的程序城市代码. - 另一个盒子几何形状 - 这使得阴影得到各种乐趣,并且再次正常工作).
Dar*_*kas 19
最后,我找到了可能的解决方案.我发帖,因为它浪费了很多时间,对其他人有用.棘手的是关于操纵网格和几何的概念:
var ballGeo = new THREE.SphereGeometry(10,35,35);
var material = new THREE.MeshPhongMaterial({color: 0xF7FE2E});
var ball = new THREE.Mesh(ballGeo, material);
var pendulumGeo = new THREE.CylinderGeometry(1, 1, 50, 16);
ball.updateMatrix();
pendulumGeo.merge(ball.geometry, ball.matrix);
var pendulum = new THREE.Mesh(pendulumGeo, material);
scene.add(pendulum);
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错误消息是正确的.CylinderGeometry不是Object3D.网格是.网格由几何和材质构成.可以将Mesh添加到场景中,而Geometry则不能.
在最新版本的three.js中,Geometry有两种合并方法:merge和mergeMesh.
这是我使用 mergeMesh 的最终紧凑版本,只有四(或五)行(只要材质在其他地方定义):
var geom = new THREE.Geometry();
geom.mergeMesh(new THREE.Mesh(new THREE.BoxGeometry(2,20,2)));
geom.mergeMesh(new THREE.Mesh(new THREE.BoxGeometry(5,5,5)));
geom.mergeVertices(); // optional
scene.add(new THREE.Mesh(geom, material));
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编辑:添加了可选的额外行以删除重复的顶点,这应该有助于性能。
编辑2:我使用的是最新版本,94。
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