根据Tube Ending Normal将旋转应用于圆柱体

jth*_*h41 6 javascript math geometry coordinates three.js

我试图在three.js中制作一个弯曲的3D箭头.为了完成这项任务,我创建了一个遵循弯曲路径的和一个圆锥形的圆柱(通过将radiusTop设置为微小).他们目前看起来像这样:

2D

3D

我试图将箭头(圆柱形状为锥形)定位在管的末端,如下所示:( Photoshop)

箭头样机

我在数学上并不是非常强大,而且对于three.js来说还不是很新.有人可以帮我理解如何连接这两个?

这是我目前的代码:

        import T from 'three';

        var findY = function(r, x)
        {
           return Math.sqrt((r * r) - (x * x));
        }

        var radius = 25;
        var x = 0;
        var z = 0;
        var numberOfPoints = 10;
        var interval =  (radius/numberOfPoints);
        var points = [];

        for (var i = numberOfPoints; i >= 0; i--) 
        {
           var y = findY(radius, x);
           points.push(new T.Vector3(x, y, z))
           x = x + interval;
        }

        x = x - interval;

        for (var i = numberOfPoints - 1 ; i >= 0; i--) 
        {
           y = findY(radius, x) * -1;
           points.push(new T.Vector3(x, y, z));
           x = x - interval;
        }

        var path = new T.CatmullRomCurve3(points);

        var tubeGeometry = new T.TubeGeometry(
            path,  //path
            10,    //segments
            radius / 10,     //radius
            8,     //radiusSegments
            false  //closed
        );

        var coneGeometry = new T.CylinderGeometry(
            radiusTop = 0.1,
            radiusBottom = radius/5,
            height = 10,
            radialSegments = 10,
            heightSegments = 10,
            openEnded = 1
        );

        var material = new T.MeshBasicMaterial( { color: 0x00ff00 } );

        var tube = new T.Mesh( tubeGeometry, material );
        var cone = new T.Mesh( coneGeometry, material );

        // Translate and Rotate cone?
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如果有人可以尝试简单地解释数学和程序化所需的内容,我将不胜感激

  • 找到位于管末端的法线
  • 将锥体移动到正确的位置

任何帮助表示赞赏!

Spe*_*tre 3

当您可以直接就地创建箭头时,请勿使用旋转。同样,弯管也可以这样完成。您唯一需要的是由端点定义的最后一条线段A,B

A为尖点和B圆盘底座中心。要创建箭头,您需要 2 个额外的基础向量(我们称它们为基础圆盘的U,V半径) 。r从它们中,您可以使用简单的圆公式创建圆盘点,如下所示:

箭头

  1. 获取AB端点

  2. 计算U,V基向量

    它们U,V应该位于箭头的圆盘底座中并且应该彼此垂直。箭头的方向(线|BA|)是圆盘基底法线,因此利用叉积将垂直向量返回到相乘的向量,因此:

    W = B-A;
    W /= |W|;    // unit vector
    T = (1,0,0); // temp any non zero vector not parallel to W
    if ( |(W.T)|>0.75 ) T = (0,1,0); // if abs dot product of T and W is close to 1 it means they are close to parallel so chose different T
    U = (T x W) // U is perpendicular to T,W
    V = (U x W) // V is perpendicular to U,W
    
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  3. 创建/渲染箭头几何体

    这很简单,展位A,B是三角形扇形的中心(需要 2),圆盘基点的计算如下:

    P(ang) = B + U.r.cos(ang) + V.r.sin(ang)
    
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    因此,只需ang通过一些步骤循环整个圆,这样您就可以获得足够的点(通常 36 就足够了),然后从它们中做两个三角形扇形。不要忘记最后一个圆盘点必须与第一个圆盘点相同,否则您会在ang = 0360度上出现难看的外观或孔。

如果您仍然想进行轮换,那么这是可行的。以与上述相同的方式计算U,V,W并从中构造变换矩阵。原点O将是点B,轴的顺序X,Y,Z取决于U,V,W您的箭头模型。W应与模型轴匹配。U,V可以按任何顺序。因此,只需将所有向量复制到其位置并使用该矩阵进行渲染即可。欲了解更多信息,请参阅:

[笔记]

如果您不知道如何计算向量运算(例如叉积/点积或绝对值),请参阅:

// cross product: W = U x V
W.x=(U.y*V.z)-(U.z*V.y)
W.y=(U.z*V.x)-(U.x*V.z)
W.z=(U.x*V.y)-(U.y*V.x)
// dot product: a = (U.V)
a=U.x*V.x+U.y*V.y+U.z*V.z
// abs of vector a = |U|
a=sqrt((U.x*U.x)+(U.y*U.y)+(U.z*U.z))
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[Edit1] 简单的 GL 实现

我不在你的环境中编码,但因为反对和评论表明你们无法自己将其组合在一起,考虑到您已经走到这一步,这很奇怪,所以这里简单的C++/GL示例说明了如何做到这一点(您可以移植这个您的环境):

概述

void glArrowRoundxy(GLfloat x0,GLfloat y0,GLfloat z0,GLfloat r,GLfloat r0,GLfloat r1,GLfloat a0,GLfloat a1,GLfloat a2)
    {
    const int _glCircleN=50;    // points per circle
    const int n=3*_glCircleN;
    int i,j,ix,e;
    float x,y,z,x1,y1,z1,a,b,da,db=pi2/(_glCircleN-1);
    float ux,uy,uz,vx,vy,vz,u,v;
    // buffers
    GLfloat ptab[6*_glCircleN],*p0,*p1,*n0,*n1,*p;
    p0=ptab+(0*_glCircleN);     // previous tube segment circle points
    p1=ptab+(3*_glCircleN);     // actual tube segment circle points
    da=+db; if (a0>a1) da=-db;  // main angle step direction
    ux=0.0;                     // U is normal to arrow plane
    uy=0.0;
    uz=1.0;
    // arc interpolation a=<a0,a1>
    for (e=1,j=0,a=a0;e;j++,a+=da)
        {
        // end conditions
        if ((da>0.0)&&(a>=a1)) { a=a1; e=0; }
        if ((da<0.0)&&(a<=a1)) { a=a1; e=0; }
        // compute actual tube ceneter
        x1=x0+(r*cos(a));
        y1=y0+(r*sin(a));
        z1=z0;
        // V is direction from (x0,y0,z0) to (x1,y1,z1)
        vx=x1-x0;
        vy=y1-y0;
        vz=z1-z0;
        // and unit of coarse
        b=sqrt((vx*vx)+(vy*vy)+(vz*vz));
        if (b>1e-6) b=1.0/b; else b=0.0;
        vx*=b;
        vy*=b;
        vz*=b;
        // tube segment
        for (ix=0,b=0.0,i=0;i<_glCircleN;i++,b+=db)
            {
            u=r0*cos(b);
            v=r0*sin(b);
            p1[ix]=x1+(ux*u)+(vx*v); ix++;
            p1[ix]=y1+(uy*u)+(vy*v); ix++;
            p1[ix]=z1+(uz*u)+(vz*v); ix++;
            }
        if (!j)
            {
            glBegin(GL_TRIANGLE_FAN);
            glVertex3f(x1,y1,z1);
            for (ix=0;ix<n;ix+=3) glVertex3fv(p1+ix);
            glEnd();
            }
        else{
            glBegin(GL_QUAD_STRIP);
            for (ix=0;ix<n;ix+=3)
                {
                glVertex3fv(p0+ix);
                glVertex3fv(p1+ix);
                }
            glEnd();
            }
        // swap buffers
        p=p0; p0=p1; p1=p;
        p=n0; n0=n1; n1=p;
        }
    // arrowhead a=<a1,a2>
    for (ix=0,b=0.0,i=0;i<_glCircleN;i++,b+=db)
        {
        u=r1*cos(b);
        v=r1*sin(b);
        p1[ix]=x1+(ux*u)+(vx*v); ix++;
        p1[ix]=y1+(uy*u)+(vy*v); ix++;
        p1[ix]=z1+(uz*u)+(vz*v); ix++;
        }
    glBegin(GL_TRIANGLE_FAN);
    glVertex3f(x1,y1,z1);
    for (ix=0;ix<n;ix+=3) glVertex3fv(p1+ix);
    glEnd();
    x1=x0+(r*cos(a2));
    y1=y0+(r*sin(a2));
    z1=z0;
    glBegin(GL_TRIANGLE_FAN);
    glVertex3f(x1,y1,z1);
    for (ix=n-3;ix>=0;ix-=3) glVertex3fv(p1+ix);
    glEnd();
    }
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x,y,z这会在 XY 平面中呈现具有中心和大半径的弯曲箭头r。是r0管半径,r1是箭头基部半径。因为我没有你的曲线定义,所以我选择 XY 平面中的圆。这些a0,a1,a2角度是箭头开始 ( a0)、箭头开始 ( a1) 和结束 ( a2) 的角度。是pi2常数pi2=6.283185307179586476925286766559

这个想法是记住实际和先前的管段圆点,否则ptab,p0,p1您将需要计算所有内容两次。

因为我直接选择了 XY 平面,所以我知道一个基本向量垂直于它。第二个垂直于它并垂直于箭头方向,幸运的是,圆属性本身提供了这一点,因此在这种情况下不需要叉积。

如果不评论我,希望它足够清楚。

[编辑2]

我需要将其添加到我的引擎中,因此这里是 3D 版本(不仅限于轴对齐箭头,而且圆锥体也弯曲)。除了基本向量计算之外,它是相同的,我还在标题中稍微更改了角度,<a0,a1>即整个间隔和aa箭头大小,但后者在代码中将其转换为原始约定。我还添加了用于照明计算的法线。我还添加了线性箭头,其中基本向量的计算没有利用圆属性,以防您得到不同的曲线。结果如下:

//---------------------------------------------------------------------------
const int _glCircleN=50;    // points per circle
//---------------------------------------------------------------------------
void glCircleArrowxy(GLfloat x0,GLfloat y0,GLfloat z0,GLfloat r,GLfloat r0,GLfloat r1,GLfloat a0,GLfloat a1,GLfloat aa)
    {
    double pos[3]={ x0, y0, z0};
    double nor[3]={0.0,0.0,1.0};
    double bin[3]={1.0,0.0,0.0};
    glCircleArrow3D(pos,nor,bin,r,r0,r1,a0,a1,aa);
    }
//---------------------------------------------------------------------------
void glCircleArrowyz(GLfloat x0,GLfloat y0,GLfloat z0,GLfloat r,GLfloat r0,GLfloat r1,GLfloat a0,GLfloat a1,GLfloat aa)
    {
    double pos[3]={ x0, y0, z0};
    double nor[3]={1.0,0.0,0.0};
    double bin[3]={0.0,1.0,0.0};
    glCircleArrow3D(pos,nor,bin,r,r0,r1,a0,a1,aa);
    }
//---------------------------------------------------------------------------
void glCircleArrowxz(GLfloat x0,GLfloat y0,GLfloat z0,GLfloat r,GLfloat r0,GLfloat r1,GLfloat a0,GLfloat a1,GLfloat aa)
    {
    double pos[3]={ x0, y0, z0};
    double nor[3]={0.0,1.0,0.0};
    double bin[3]={0.0,0.0,1.0};
    glCircleArrow3D(pos,nor,bin,r,r0,r1,a0,a1,aa);
    }
//---------------------------------------------------------------------------
void glCircleArrow3D(double *pos,double *nor,double *bin,double r,double r0,double r1,double a0,double a1,double aa)
    {
//  const int _glCircleN=20;    // points per circle
    int e,i,j,N=3*_glCircleN;
    double U[3],V[3],u,v;
    double a,b,da,db=pi2/double(_glCircleN-1),a2,rr;
    double *ptab,*p0,*p1,*n0,*n1,*pp,p[3],q[3],c[3],n[3],tan[3];
    // buffers
    ptab=new double [12*_glCircleN]; if (ptab==NULL) return;
    p0=ptab+(0*_glCircleN);
    n0=ptab+(3*_glCircleN);
    p1=ptab+(6*_glCircleN);
    n1=ptab+(9*_glCircleN);
    // prepare angles
    a2=a1; da=db; aa=fabs(aa);
    if (a0>a1) { da=-da; aa=-aa; }
    a1-=aa;
    // compute missing basis vectors
    vector_copy(U,nor);         // U is normal to arrow plane
    vector_mul(tan,nor,bin);    // tangent is perpendicular to normal and binormal
    // arc interpolation a=<a0,a2>
    for (e=0,j=0,a=a0;e<5;j++,a+=da)
        {
        // end conditions
        if (e==0)   // e=0
            {
            if ((da>0.0)&&(a>=a1)) { a=a1; e++; }
            if ((da<0.0)&&(a<=a1)) { a=a1; e++; }
            rr=r0;
            }
        else{       // e=1,2,3,4
            if ((da>0.0)&&(a>=a2)) { a=a2; e++; }
            if ((da<0.0)&&(a<=a2)) { a=a2; e++; }
            rr=r1*fabs(divide(a-a2,a2-a1));
            }
        // compute actual tube segment center c[3]
        u=r*cos(a);
        v=r*sin(a);
        vector_mul(p,bin,u);
        vector_mul(q,tan,v);
        vector_add(c,p,  q);
        vector_add(c,c,pos);
        // V is unit direction from arrow center to tube segment center
        vector_sub(V,c,pos);
        vector_one(V,V);
        // tube segment interpolation
        for (b=0.0,i=0;i<N;i+=3,b+=db)
            {
            u=cos(b);
            v=sin(b);
            vector_mul(p,U,u);      // normal
            vector_mul(q,V,v);
            vector_add(n1+i,p,q);
            vector_mul(p,n1+i,rr);  // vertex
            vector_add(p1+i,p,c);
            }
        if (e>1)                    // recompute normals for cone
            {
            for (i=3;i<N;i+=3)
                {
                vector_sub(p,p0+i  ,p1+i);
                vector_sub(q,p1+i-3,p1+i);
                vector_mul(p,p,q);
                vector_one(n1+i,p);
                }
            vector_sub(p,p0    ,p1);
            vector_sub(q,p1+N-3,p1);
            vector_mul(p,q,p);
            vector_one(n1,p);
            if (da>0.0) for (i=0;i<N;i+=3) vector_neg(n1+i,n1+i);
            if (e==  3) for (i=0;i<N;i+=3) vector_copy(n0+i,n1+i);
            }
        // render base disc
        if (!j)
            {
            vector_mul(n,U,V);
            glBegin(GL_TRIANGLE_FAN);
            glNormal3dv(n);
            glVertex3dv(c);
            if (da<0.0) for (i=N-3;i>=0;i-=3) glVertex3dv(p1+i);
            else        for (i=  0;i< N;i+=3) glVertex3dv(p1+i);
            glEnd();
            }
        // render tube
        else{
            glBegin(GL_QUAD_STRIP);
            if (da<0.0) for (i=0;i<N;i+=3)
                {
                glNormal3dv(n1+i); glVertex3dv(p1+i);
                glNormal3dv(n0+i); glVertex3dv(p0+i);
                }
            else for (i=0;i<N;i+=3)
                {
                glNormal3dv(n0+i); glVertex3dv(p0+i);
                glNormal3dv(n1+i); glVertex3dv(p1+i);
                }
            glEnd();
            }
        // swap buffers
        pp=p0; p0=p1; p1=pp;
        pp=n0; n0=n1; n1=pp;
        // handle r0 -> r1 edge
        if (e==1) a-=da;
        if ((e==1)||(e==2)||(e==3)) e++;
        }
    // release buffers
    delete[] ptab;
    }
//---------------------------------------------------------------------------
void glLinearArrow3D(double *pos,double *dir,double r0,double r1,double l,double al)
    {
//  const int _glCircleN=20;    // points per circle
    int e,i,N=3*_glCircleN;
    double U[3],V[3],W[3],u,v;
    double a,da=pi2/double(_glCircleN-1),r,t;
    double *ptab,*p0,*p1,*n1,*pp,p[3],q[3],c[3],n[3];
    // buffers
    ptab=new double [9*_glCircleN]; if (ptab==NULL) return;
    p0=ptab+(0*_glCircleN);
    p1=ptab+(3*_glCircleN);
    n1=ptab+(6*_glCircleN);
    // compute basis vectors
    vector_one(W,dir);
    vector_ld(p,1.0,0.0,0.0);
    vector_ld(q,0.0,1.0,0.0);
    vector_ld(n,0.0,0.0,1.0);
    a=fabs(vector_mul(W,p));            pp=p; t=a;
    a=fabs(vector_mul(W,q)); if (t>a) { pp=q; t=a; }
    a=fabs(vector_mul(W,n)); if (t>a) { pp=n; t=a; }
    vector_mul(U,W,pp);
    vector_mul(V,U,W);
    vector_mul(U,V,W);
    for (e=0;e<4;e++)
        {
        // segment center
        if (e==0) { t=0.0;  r= r0; }
        if (e==1) { t=l-al; r= r0; }
        if (e==2) { t=l-al; r= r1; }
        if (e==3) { t=l;    r=0.0; }
        vector_mul(c,W,t);
        vector_add(c,c,pos);
        // tube segment interpolation
        for (a=0.0,i=0;i<N;i+=3,a+=da)
            {
            u=cos(a);
            v=sin(a);
            vector_mul(p,U,u);      // normal
            vector_mul(q,V,v);
            vector_add(n1+i,p,q);
            vector_mul(p,n1+i,r);   // vertex
            vector_add(p1+i,p,c);
            }
        if (e>2)                    // recompute normals for cone
            {
            for (i=3;i<N;i+=3)
                {
                vector_sub(p,p0+i  ,p1+i);
                vector_sub(q,p1+i-3,p1+i);
                vector_mul(p,p,q);
                vector_one(n1+i,p);
                }
            vector_sub(p,p0    ,p1);
            vector_sub(q,p1+N-3,p1);
            vector_mul(p,q,p);
            vector_one(n1,p);
            }
        // render base disc
        if (!e)
            {
            vector_neg(n,W);
            glBegin(GL_TRIANGLE_FAN);
            glNormal3dv(n);
            glVertex3dv(c);
            for (i=0;i<N;i+=3) glVertex3dv(p1+i);
            glEnd();
            }
        // render tube
        else{
            glBegin(GL_QUAD_STRIP);
            for (i=0;i<N;i+=3)
                {
                glNormal3dv(n1+i);
                glVertex3dv(p0+i);
                glVertex3dv(p1+i);
                }
            glEnd();
            }
        // swap buffers
        pp=p0; p0=p1; p1=pp;
        }
    // release buffers
    delete[] ptab;
    }
//---------------------------------------------------------------------------
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用法:

glColor3f(0.5,0.5,0.5);

glCircleArrowyz(+3.5,0.0,0.0,0.5,0.1,0.2,0.0*deg,+270.0*deg,45.0*deg);

glCircleArrowyz(-3.5,0.0,0.0,0.5,0.1,0.2,0.0*deg,-270.0*deg,45.0*deg);
glCircleArrowxz(0.0,+3.5,0.0,0.5,0.1,0.2,0.0*deg,+270.0*deg,45.0*deg);
glCircleArrowxz(0.0,-3.5,0.0,0.5,0.1,0.2,0.0*deg,-270.0*deg,45.0*deg);
glCircleArrowxy(0.0,0.0,+3.5,0.5,0.1,0.2,0.0*deg,+270.0*deg,45.0*deg);
glCircleArrowxy(0.0,0.0,-3.5,0.5,0.1,0.2,0.0*deg,-270.0*deg,45.0*deg);
glColor3f(0.2,0.2,0.2);
glLinearArrow3D(vector_ld(+2.0,0.0,0.0),vector_ld(+1.0,0.0,0.0),0.1,0.2,2.0,0.5);
glLinearArrow3D(vector_ld(-2.0,0.0,0.0),vector_ld(-1.0,0.0,0.0),0.1,0.2,2.0,0.5);
glLinearArrow3D(vector_ld(0.0,+2.0,0.0),vector_ld(0.0,+1.0,0.0),0.1,0.2,2.0,0.5);
glLinearArrow3D(vector_ld(0.0,-2.0,0.0),vector_ld(0.0,-1.0,0.0),0.1,0.2,2.0,0.5);
glLinearArrow3D(vector_ld(0.0,0.0,+2.0),vector_ld(0.0,0.0,+1.0),0.1,0.2,2.0,0.5);
glLinearArrow3D(vector_ld(0.0,0.0,-2.0),vector_ld(0.0,0.0,-1.0),0.1,0.2,2.0,0.5);
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和箭头概述(在图像右侧):

箭头

我正在使用我的矢量库,所以这里有一些解释:


vector_mul(a[3],b[3],c[3])叉积 是a = b x c
vector_mul(a[3],b[3],c)标量的简单乘法 是a = b.c
a = vector_mul(b[3],c[3])点积a = (b.c)
vector_one(a[3],b[3])是单位向量a = b/|b|
vector_copy(a[3],b[3])是复制a = b
vector_add(a[3],b[3],c[3])是加法a = b + c
vector_sub(a[3],b[3],c[3])a = b - c
vector_neg(a[3],b[3])减法 是求反a = -b
vector_ld(a[3],x,y,z)是加载a = (x,y,z)

pos圆形箭头的中心位置,并且nor是箭头所在平面的法线。bin是双法线,角度从该轴开始。应垂直于nor. r,r0,r1是箭头的半径(弯曲、管、锥体)

dir线性箭头与箭头方向、l箭头大小和al箭头大小类似。