Unc*_*oke 4 javascript three.js
我是 Three.js 的新手,我需要创建一个有门和窗户的“房间”。这是一项简单的任务,但我只找到了不是最新的答案。
类似的问题在这里: - minus-geometry-in- Three-js - is-it-possible-to-cut-parts-of-the-shape-geometry-away-in- Three-js
就我而言,我有一个大盒子,我想减去一个较小的JSFIDDLE 示例:
var material = new THREE.MeshBasicMaterial({color: 0xffff00});
var faceMaterial_Y = new THREE.MeshLambertMaterial( { color: 0x0087E6 } );
var faceMaterial = new THREE.MeshLambertMaterial( { color: 0x0087E6 } );
var geometry_Y = new THREE.BoxBufferGeometry( 1.5, 1.5, 0.99 );
var faceMaterial_Y = new THREE.MeshLambertMaterial( { color: 0xffff00 } );
var cube_Y = new THREE.Mesh( geometry_Y, faceMaterial_Y);
scene.add(cube_Y);
var geometry_A = new THREE.BoxBufferGeometry( 0.7, 0.7, 0.7 );
material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var faceMaterial_A = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
var cubeA = new THREE.Mesh( geometry_A, material );
cubeA.position.set( 0.5, 0.5, 0 );
// HOW TO SUBTRACT cube_Y - cubeA?
//create a group and add the three cubes
var group = new THREE.Group();
group.add( cubeA );
group.add( cube_Y );
scene.add( group );
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谢谢你帮助我!
一种选择是使用ThreeCSG / ThreeBSP来减去几何图形。
创建ThreeBSP立方体几何形状的对象:
var geometry_Y = new THREE.BoxBufferGeometry( 1.5, 1.5, 0.99 );
var geometry_A = new THREE.BoxBufferGeometry( 0.7, 0.7, 0.7 );
geometry_A.translate( 0.5, 0.5, 0 );
var bsp_A = new ThreeBSP(geometry_A);
var bsp_Y = new ThreeBSP(geometry_Y);
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减去几何图形并创建Mesh:
var bsp_YsubA = bsp_Y.subtract(bsp_A);
var bsp_mesh = bsp_YsubA.toMesh();
bsp_mesh.material = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
scene.add( bsp_mesh );
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参见示例:
var bsp_YsubA = bsp_Y.subtract(bsp_A);
var bsp_mesh = bsp_YsubA.toMesh();
bsp_mesh.material = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
scene.add( bsp_mesh );
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(function onLoad() {
var container, camera, scene, renderer, controls;
init();
animate();
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(3, 1, -1);
scene.add(camera);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.x = 4;
directionalLight.position.y = 1;
directionalLight.position.z = -2;
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera, renderer.domElement);
addGridHelper();
createModel();
}
function createModel() {
var geometry_Y = new THREE.BoxBufferGeometry( 1.5, 1.5, 0.99 );
var geometry_A = new THREE.BoxBufferGeometry( 0.7, 0.7, 0.7 );
geometry_A.translate( 0.5, 0.5, 0 );
var bsp_A = new ThreeBSP(geometry_A);
var bsp_Y = new ThreeBSP(geometry_Y);
var bsp_YsubA = bsp_Y.subtract(bsp_A);
var bsp_mesh = bsp_YsubA.toMesh();
bsp_mesh.material = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
scene.add( bsp_mesh );
}
function addGridHelper() {
var helper = new THREE.GridHelper(10, 10);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper(100);
scene.add(axis);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
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