本文介绍了如何将边缘渲染为圆柱体?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我已经加载了一个 OBJ 多面体并且我已经使用 EdgesGeometry() 来提取它的边缘:
I've loaded an OBJ polyhedron and I've used EdgesGeometry() to extract its edges:
var edges = new THREE.LineSegments(new THREE.EdgesGeometry(child.geometry), new THREE.LineBasicMaterial( {color: 0x000000}) );
但我想将每条边渲染为具有可配置半径的圆柱体.像这样:
But I would like to render each edge as a cylinder with configurable radius. Something like this:
推荐答案
一个可定制的解决方案,您可以从:
A customizable solutuion, which you can start from:
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);
}
jsfiddle 示例
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