如何将边缘渲染为圆柱体?

Hum*_*ssi 2 rendering edges three.js

我已经加载了 OBJ 多面体,并使用 EdgesGeometry() 来提取其边缘:

var edges = new THREE.LineSegments(new THREE.EdgesGeometry(child.geometry), new THREE.LineBasicMaterial( {color: 0x000000}) );
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但我想将每个边缘渲染为具有可配置半径的圆柱体。像这样的东西:

边缘呈现为圆柱体的十二面体。

pri*_*849 5

戏弄图片;)

可定制的解决方案,您可以从以下开始:

var edgesGeom = new THREE.EdgesGeometry(dodecahedronGeom); //EdgesGeometry is a BufferGeometry

var thickness = 0.25; // radius of a cylinder

for (var i = 0; i < edgesGeom.attributes.position.count - 1; i+=2){

  // when you know that it's BufferGeometry, you can find vertices in this way
  var startPoint = new THREE.Vector3(
    edgesGeom.attributes.position.array[i * 3 + 0],
    edgesGeom.attributes.position.array[i * 3 + 1],
    edgesGeom.attributes.position.array[i * 3 + 2]
  );
    var endPoint = new THREE.Vector3(
    edgesGeom.attributes.position.array[i * 3 + 3],
    edgesGeom.attributes.position.array[i * 3 + 4],
    edgesGeom.attributes.position.array[i * 3 + 5]
  );

  var cylLength = new THREE.Vector3().subVectors(endPoint, startPoint).length(); // find the length of a cylinder
  var cylGeom = new THREE.CylinderBufferGeometry(thickness, thickness, cylLength, 16);
  cylGeom.translate(0, cylLength / 2, 0);
  cylGeom.rotateX(Math.PI / 2);
  var cyl = new THREE.Mesh(cylGeom, new THREE.MeshLambertMaterial({color: "blue"}));
  cyl.position.copy(startPoint);
  cyl.lookAt(endPoint);  // and do the trick with orienation
  scene.add(cyl);
}
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jsfiddle示例