Three.js - 如何预先定位要合并的对象?
Three.js - How to pre-position objects to merge?
我已经成功合并了我的多维数据集,尽管它们似乎合并在一起并恢复到原来的状态 position/rotation,忽略声明的 positioning/rotation
var geometries = [];
cube1.position.set( 0, 0, 0 );
geometries.push( cube1 );
cube2.position.set( 1, 0, 0 );
geometries.push( cube2 );
cube3.position.set( 0, 1, 0 );
geometries.push( cube3 );
const cubes = BufferGeometryUtils.mergeBufferGeometries( geometries );
scene.add( cubes );//All the cubes get merged on 0, 0, 0 - overlapping one another
如何定位立方体以便它们可以合并到声明的位置?
这是使用 BufferGeometryUtils
和 .applyMatrix4()
的工作示例:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {
OrbitControls
} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js";
import * as BufferGeometryUtils from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/utils/BufferGeometryUtils";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.setScalar(1).setLength(6);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff, 1);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let boxes = [
makeBox(2, 0, 0, 0xff0000),
makeBox(0, 2, 0, 0x00ff00),
makeBox(0, 0, 2, 0x0000ff)
];
let materials = [];
let g = BufferGeometryUtils.mergeBufferGeometries(boxes.map(b => {
materials.push(b.material);
b.updateMatrixWorld(); // needs to be done to be sure that all transformations are applied
return b.geometry.applyMatrix4(b.matrixWorld);
}), true);
let o = new THREE.Mesh(g, materials);
scene.add(o);
window.addEventListener("resize", onWindowResize);
animate();
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
function makeBox(x, y, z, color) {
let g = new THREE.BoxGeometry();
let m = new THREE.MeshLambertMaterial({
color: color
});
let box = new THREE.Mesh(g, m);
box.position.set(x, y, z);
return box;
}
</script>
我已经成功合并了我的多维数据集,尽管它们似乎合并在一起并恢复到原来的状态 position/rotation,忽略声明的 positioning/rotation
var geometries = [];
cube1.position.set( 0, 0, 0 );
geometries.push( cube1 );
cube2.position.set( 1, 0, 0 );
geometries.push( cube2 );
cube3.position.set( 0, 1, 0 );
geometries.push( cube3 );
const cubes = BufferGeometryUtils.mergeBufferGeometries( geometries );
scene.add( cubes );//All the cubes get merged on 0, 0, 0 - overlapping one another
如何定位立方体以便它们可以合并到声明的位置?
这是使用 BufferGeometryUtils
和 .applyMatrix4()
的工作示例:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {
OrbitControls
} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js";
import * as BufferGeometryUtils from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/utils/BufferGeometryUtils";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.setScalar(1).setLength(6);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff, 1);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let boxes = [
makeBox(2, 0, 0, 0xff0000),
makeBox(0, 2, 0, 0x00ff00),
makeBox(0, 0, 2, 0x0000ff)
];
let materials = [];
let g = BufferGeometryUtils.mergeBufferGeometries(boxes.map(b => {
materials.push(b.material);
b.updateMatrixWorld(); // needs to be done to be sure that all transformations are applied
return b.geometry.applyMatrix4(b.matrixWorld);
}), true);
let o = new THREE.Mesh(g, materials);
scene.add(o);
window.addEventListener("resize", onWindowResize);
animate();
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
function makeBox(x, y, z, color) {
let g = new THREE.BoxGeometry();
let m = new THREE.MeshLambertMaterial({
color: color
});
let box = new THREE.Mesh(g, m);
box.position.set(x, y, z);
return box;
}
</script>