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[英]Converting BufferGeometry to Geometry with FBXLoader in Three.js
[英]Geometry intersection converting from direct geometry to buffergeometry
我正在使用Three.js。 找到了一個由Benpurdy編寫的非常好的Decal庫。 它很容易修改,也使用了此處介紹的技術
但是,該技術使用幾何。 我正在進行的項目使用BufferGeometry。 我追蹤了幾何相交的代碼,無法弄清從面和頂點到屬性的轉換。
this.createGeometry = function(matrix, mesh) {
var geom = mesh.geometry;
var decalGeometry = new THREE.Geometry();
var projectorInverse = matrix.clone().getInverse(matrix);
var meshInverse = mesh.matrixWorld.clone().getInverse(mesh.matrixWorld);
var faces = [];
for(var i = 0; i < geom.faces.length; i++){
var verts = [geom.faces[i].a, geom.faces[i].b, geom.faces[i].c];
var pts = [];
var valid = false;
for(var v = 0; v < 3; v++) {
var vec = geom.vertices[verts[v]].clone();
vec.applyMatrix4(mesh.matrixWorld);
vec.applyMatrix4(matrix);
if((vec.z > 1) || (vec.z < -1) || (vec.x > 1) || (vec.x < -1) || (vec.y > 1) || (vec.y < -1)) {
} else {
valid = true;
}
pts.push(vec);
}
if(valid) {
var uv = [];
for(var n = 0; n < 3; n++){
uv.push(new THREE.Vector2( (pts[n].x + 1) / 2, (pts[n].y + 1) / 2));
pts[n].applyMatrix4(projectorInverse);
pts[n].applyMatrix4(meshInverse);
decalGeometry.vertices.push( pts[n] );
}
// update UV's
decalGeometry.faceVertexUvs[0].push(uv);
var newFace = geom.faces[i].clone();
newFace.a = decalGeometry.vertices.length - 3;
newFace.b = decalGeometry.vertices.length - 2;
newFace.c = decalGeometry.vertices.length - 1;
decalGeometry.faces.push(newFace);
}
}
return decalGeometry;
}
欣賞是否有人可以闡明如何實現這一目標? 謝謝。
BufferGeometry()
具有.fromGeometry()
方法。 Populates this BufferGeometry with data from a Geometry object.
var geom = new THREE.BoxGeometry(1,1,1);
var bufGeom = new THREE.BufferGeometry().fromGeometry(geom);
UPD。 您可以使用另一種方式。
var bufGeom = new THREE.BoxBufferGeometry(1,1,1);
var geom = new THREE.Geometry().fromBufferGeometry(bufGeom);
最后,我編寫了另一個函數來計算帶有buffergeometry的交集,從而解決了該問題。 我花了一段時間嘗試了解原始的緩沖區幾何代碼。
this.createGeometryFromBufferGeometry = function(matrix, mesh) {
var geom = mesh.geometry;
var decalGeometry = new THREE.Geometry();
var projectorInverse = matrix.clone().getInverse(matrix);
var meshInverse = mesh.matrixWorld.clone().getInverse(mesh.matrixWorld);
var faces = [];
for(var i = 0; i < geom.attributes.position.array.length; i+=9){
var pts = [];
var valid = false;
for(var v = 0; v < 9; v+=3) {
var vec = new THREE.Vector3(geom.attributes.position.array[i+v],geom.attributes.position.array[i+v+1],geom.attributes.position.array[i+v+2]);
console.log((i+v) + " " + (i+v+1) + " " + (i+v+2) );
console.log(vec);
vec.applyMatrix4(mesh.matrixWorld);
vec.applyMatrix4(matrix);
if((vec.z > 1) || (vec.z < -1) || (vec.x > 1) || (vec.x < -1) || (vec.y > 1) || (vec.y < -1)) {
} else {
valid = true;
}
pts.push(vec);
}
if(valid) {
var uv = [];
for(var n = 0; n < 3; n++){
uv.push(new THREE.Vector2( (pts[n].x + 1) / 2, (pts[n].y + 1) / 2));
pts[n].applyMatrix4(projectorInverse);
pts[n].applyMatrix4(meshInverse);
decalGeometry.vertices.push( pts[n] );
}
decalGeometry.faceVertexUvs[0].push(uv);
var newFace = new THREE.Face3()
newFace.a = decalGeometry.vertices.length - 3;
newFace.b = decalGeometry.vertices.length - 2;
newFace.c = decalGeometry.vertices.length - 1;
decalGeometry.faces.push(newFace);
}
}
return decalGeometry;
}
快速而骯臟的解決方案是從bufferGeometry創建幾何,並在計算后處置創建的幾何
this.compute = function()
{
this.geometry = mesh.geometry
if(this.geometry.attributes)
{
this.geometry = new THREE.Geometry().fromBufferGeometry(this.geometry);
this.computeDecal();
this.geometry.dispose();
}
else
{
this.computeDecal();
}
}
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