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javascript - three.js - 使用 Projector 和 Ray 来选择一个顶点

转载 作者:行者123 更新时间:2023-11-29 22:23:02 25 4
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我的总体目标是能够加载人体的 .obj 文件。允许用户选择两个顶点并用标志突出显示它们。然后从原始.obj文件中找到两个顶点的索引并运行一个php脚本来测量两个顶点之间的距离。

我尝试了多种方法但没有成功,通常是围绕选择两个顶点。我目前的方法使用 obj 加载器,它工作正常但是我无法找到我正在使用 Projector 和 Ray 单击的顶点。它总是返回一个空数组。

到目前为止,这是我的代码,一旦相交数组不为空,我就会尝试从文件中找到最近的顶点,更改对象的颜色并更改单击的面。

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: white;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>

<body>
<script src="javascripts/Three.js"></script>
<script src="javascripts/OBJLoader.js"></script>

<script>

var container, stats;

var camera, scene, renderer, model;

var mouseX = 0, mouseY = 0;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;


init();
animate();


function init() {

container = document.createElement( 'div' );
document.body.appendChild( container );

scene = new THREE.Scene();

camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 1;
scene.add( camera );
camera.position.y = -4;

var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );

var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );

var loader = new THREE.OBJLoader();
loader.load( "img/originalMeanModel.obj", function ( object ) {
model = object;
scene.add( model );
} );

// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );

}

function onDocumentMouseDown( event ){

console.log('Morphable-body-obj: Width '+ window.innerWidth ) ;
console.log('Morphable-body-obj: Height '+ window.innerHeight) ;

var vector = new THREE.Vector3 ((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight)*2+1, 0.5);
var projector = new THREE.Projector();
projector.unprojectVector(vector, camera);
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(scene);
console.log(intersects);
if (intersects.length > 0)
{
var xhr = new XMLHttpRequest();
xhr.open('GET', '/img/originalMeanModel.obj', false);
xhr.send(null);
var text = xhr.responseText;
var origText = text;
var lines = text.split("\n");
for (i=0; i<6449; i++){
lines[i] = lines[i].split(" ");
}
var low = Math.sqrt(
(Math.pow((intersects[0].point.x - parseFloat(lines[0][1])), 2))+
(Math.pow((intersects[0].point.y - parseFloat(lines[0][2])), 2))+
(Math.pow((intersects[0].point.z - parseFloat(lines[0][3])), 2))
);

var c = 0;
for(i=1; i<6449; i++){
var temp = Math.sqrt(
(Math.pow((intersects[0].point.x - parseFloat(lines[i][1])), 2))+
(Math.pow((intersects[0].point.y - parseFloat(lines[i][2])), 2))+
(Math.pow((intersects[0].point.z - parseFloat(lines[i][3])), 2))
);
if(temp < low){
low = temp;
c=i;
}
}

console.log(
'Mouse coordinates:' + '\nx = ' + intersects[0].point.x + '\ny = ' + intersects[0].point.y + '\nz = ' + intersects[0].point.z +'\n'+
'Nearest Vertex' + '\nx= ' + lines[c][1] + '\ny= ' + lines[c][2] + '\nz =' + lines[c][3] + "\n" +
'Difference' + '\nx= ' + (intersects[0].point.x - lines[c][1]) + '\ny= ' + (intersects[0].point.y - lines[c][2]) + '\nz= ' + (intersects[0].point.z - lines[c][3])
);

intersects[0].object.materials[0].color = new THREE.Color( Math.random() * 0xffffff );

intersects[0].face.color = new THREE.Color(0xffffff);
intersects[0].object.geometry.colorsNeedUpdate = true;
intersects[0].object.geometry.dynamic = true;
}
else{
alert('error');
}
}

function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}

function animate() {
requestAnimationFrame( animate );
render();
}

function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}

</script>

</body>

有问题的 .obj 文件可以在这里找到 https://dl.dropbox.com/u/23384412/originalMeanModel.obj

如果有人能指出正确的方向,我将不胜感激。

提前致谢! :)

最佳答案

为了解决这个问题,我使用这段代码从 obj 加载器返回的对象创建了一个网格

            var loader = new THREE.OBJLoader();
loader.load( "img/originalMeanModel.obj", function ( object ) {

object.children[0].geometry.computeFaceNormals();
var geometry = object.children[0].geometry;
console.log(geometry);
THREE.GeometryUtils.center(geometry);
var material = new THREE.MeshLambertMaterial({color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors });
mesh = new THREE.Mesh(geometry, material);
model = mesh;
// model = object;
scene.add( model );
} );

然后在执行 intersectObject 时,我是在模型而不是场景上执行的

var intersects = ray.intersectObject(model);

关于javascript - three.js - 使用 Projector 和 Ray 来选择一个顶点,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11205784/

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