我正在编写将球体在顶点着色器中变成立方体的代码,但似乎变成了这种怪异的形状,我的逻辑是这样的:
注释掉的代码是迭代版本。
vec3 p = position;
if(true)
{
if(p.y<s&&p.y>-s){
p.x = -(p.x-s);//p.x-=(p.x-s)*t*0.1;
}
if(p.x<s&&p.x>-s){
p.y = -(p.y-s);//p.y-=(p.y-s)*t*0.1;
}
}
gl_Position = projectionMatrix * modelViewMatrix * vec4( p, 1.0 );
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但这又变成了这样:
变成这个:
任何帮助表示赞赏。
使用THREE.BoxBufferGeometry()作为碱,再加入与座标另一个缓冲区属性为一个球形成,然后内插(混合)的框,并在着色器中的球体的那些坐标:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(1, 3, 5);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var side = 2;
var rad = Math.sqrt(3) * 0.5 * side; // radius of the sphere is a half of cube's diagonal
var geom = new THREE.BoxBufferGeometry(side, side, side, 10, 10, 10);
var pos = geom.attributes.position;
var spherePos = []; // array of coordinates for the sphere formation
var vec3 = new THREE.Vector3(); // vector for re-use
for (let i = 0; i < pos.count; i++) {
vec3.fromBufferAttribute(pos, i).setLength(rad); // create coordinate for the sphere formation
spherePos.push(vec3.x, vec3.y, vec3.z);
}
geom.addAttribute("spherePos", new THREE.BufferAttribute(new Float32Array(spherePos), 3));
var mat = new THREE.ShaderMaterial({
uniforms: {
mixShapes: {
value: 0
}
},
vertexShader: `
uniform float mixShapes;
attribute vec3 spherePos;
void main() {
vec3 pos = mix(position, spherePos, mixShapes); // interpolation between shapes
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0, 0.0, 1.0,1.0);
}
`,
wireframe: true
});
var shape = new THREE.Mesh(geom, mat);
scene.add(shape);
var gui = new dat.GUI();
gui.add(mat.uniforms.mixShapes, "value", 0.0, 1.0).name("mixShapes");
renderer.setAnimationLoop(() => {
renderer.render(scene, camera)
});Run Code Online (Sandbox Code Playgroud)
body {
overflow: hidden;
margin: 0;
}Run Code Online (Sandbox Code Playgroud)
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.6/dat.gui.min.js"></script>Run Code Online (Sandbox Code Playgroud)
如果要从球体中获取立方体,则可以将顶点钳位到所需的边界框的最小和最大向量(但是此方法的准确性取决于球体的顶点数量):
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(1, 3, 5);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var side = 2;
var rad = Math.sqrt(3) * 0.5 * side; // radius of the sphere is a half of cube's diagonal
var geom = new THREE.SphereBufferGeometry(rad, 36, 36);
var mat = new THREE.ShaderMaterial({
uniforms: {
mixShapes: {
value: 0
}
},
vertexShader: `
uniform float mixShapes;
attribute vec3 spherePos;
void main() {
vec3 pos = clamp(position, vec3(${-side * 0.5}), vec3(${side * 0.5})); // clamp to min and max vectors
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0, 0.0, 1.0,1.0);
}
`,
wireframe: true
});
var shape = new THREE.Mesh(geom, mat);
scene.add(shape);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera)
});Run Code Online (Sandbox Code Playgroud)
body {
overflow: hidden;
margin: 0;
}Run Code Online (Sandbox Code Playgroud)
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>Run Code Online (Sandbox Code Playgroud)
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