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javascript - Three.js 自定义楼梯几何

转载 作者:行者123 更新时间:2023-11-30 20:58:08 24 4
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我正在尝试为圆形楼梯创建自己的自定义 three.js 几何图形。但我一定是在步骤的顶点或索引上做错了什么。

这是一个使用我的几何图形的示例楼梯

Sample Image

这是我的代码(错误的索引和顶点位于函数 generateStepTops Line 177、generateStepFronts Line 259、generateStepSide Line 338

var renderer, scene, camera, controls;

/**
*
* @param {number} radius
* @param {number} holeRadius
* @param {number} segments
* @param {number} angle
* @param {number} thetaStart
* @param {number} thetaLength
* @param {number} stepTheta
*/
function StairsGeometry(radius, holeRadius, segments, angle, thetaStart, thetaLength, stepTheta) {

if (!(this instanceof StairsGeometry)) {
throw new TypeError("StairsGeometry needs to be called using new");
}

THREE.Geometry.call(this);

this.type = 'StairsGeometry';

this.parameters = {
radius: radius,
holeRadius: holeRadius,
segments: segments,
angle: angle,
thetaStart: thetaStart,
thetaLength: thetaLength,
stepTheta: stepTheta
};

this.fromBufferGeometry(new StairsBufferGeometry(radius, holeRadius, segments, angle, thetaStart, thetaLength, stepTheta));
this.mergeVertices();

}

StairsGeometry.prototype = Object.create(THREE.Geometry.prototype);
StairsGeometry.prototype.constructor = StairsGeometry;

/**
*
* @param {number} radius
* @param {number} holeRadius
* @param {number} segments
* @param {number} angle
* @param {number} thetaStart
* @param {number} thetaLength
* @param {number} stepTheta
*/
function StairsBufferGeometry(radius, holeRadius, segments, angle, thetaStart, thetaLength, stepTheta) {

if (!(this instanceof StairsBufferGeometry)) {
throw new TypeError("StairsBufferGeometry needs to be called using new");
}

THREE.BufferGeometry.call(this);

this.type = 'StairsBufferGeometry';

this.parameters = {
radius: radius,
holeRadius: holeRadius,
segments: segments,
angle: angle,
thetaStart: thetaStart,
thetaLength: thetaLength,
stepTheta: stepTheta
};

var scope = this;

radius = !isNaN(radius) ? radius : 20;
holeRadius = !isNaN(holeRadius) ? holeRadius : 20;
height = !isNaN(height) ? height : 10;
segments = !isNaN(segments = Math.floor(segments)) ? segments : 8;
angle = !isNaN(angle) ? angle : Math.PI / 8;
thetaStart = !isNaN(thetaStart) ? thetaStart : 0;
thetaLength = !isNaN(thetaLength) ? thetaLength : Math.PI * 2;
stepTheta = !isNaN(stepTheta) ? stepTheta : Math.PI / 18;


// buffers

var indices = [];
var vertices = [];
var normals = [];
var uvs = [];

// helper variables

var index = 0;
var indexArray = [];

var circumference = thetaLength * radius;
var height = circumference * Math.tan(angle);

var stepSegments = Math.ceil(thetaLength / stepTheta);
var stepThetaSegments = segments / stepSegments;

var stepHeight = height / stepSegments;
var halfStepHeight = stepHeight / 2;

var groupStart = 0;

generateStepTops();
generateStepFronts();

generateStepSide(true);
generateStepSide(false);

generateBottom();

generateSide(true);
generateSide(false);

generateEdge(true);
generateEdge(false);

this.setIndex(indices);
this.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
this.addAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
this.addAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));


function generateEdge(isStart) {

var indexStart = index;
var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var theta = thetaStart;
if (!isStart) theta += thetaLength;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
var startingHeight = halfStepHeight + (isStart ? 0 : height) - stepHeight;
for (var y = 0; y < 2; y++) {
for (var x = 0; x < 2; x++) {
var activeRadius = x == 0 ? holeRadius : radius;
vertex.x = activeRadius * sinTheta;
vertex.y = startingHeight + halfStepHeight * (y == 0 ? -1 : 1);
vertex.z = activeRadius * cosTheta;

vertices.push(vertex.x, vertex.y, vertex.z);

normal.set(sinTheta, 0, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push(1 - x, 1 - y);
index++;
}
}

var a = indexStart + 0;
var b = indexStart + 1;
var c = indexStart + 3;
var d = indexStart + 2;

// faces

if (isStart) {
indices.push(a, b, d);
indices.push(b, c, d);
} else {
indices.push(a, d, b);
indices.push(b, d, c);
}

scope.addGroup(groupStart, 6, 0);

// calculate new start value for groups

groupStart += 6;
}


function generateStepTops() {
var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;


var activeTheta = thetaStart;

var activeHeight = stepHeight;

// Generate Vertices, Normals and UVs

for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
for (var segmentIndex = 0; segmentIndex <= stepThetaSegments; segmentIndex++) {

var segmentRatio = segmentIndex / stepThetaSegments;

var theta = segmentRatio * stepTheta + activeTheta;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = activeHeight;
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, 1, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push((vertex.x / radius + 1) / 2, (vertex.z / radius + 1) / 2);

index++;
}
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

// Generate Indices
for (var stepIndex = 0; stepIndex < stepSegments; stepIndex++) {
for (var segmentIndex = 0; segmentIndex < stepThetaSegments; segmentIndex++) {

var segment = (2 * stepThetaSegments * stepIndex) + segmentIndex + indexStart;

var a = segment + 0;
var b = segment + stepThetaSegments + 1;
var c = segment + stepThetaSegments + 2;
var d = segment + 1;

// faces

indices.push(a, b, d);
indices.push(b, c, d);

// update group counter

groupCount += 6;
}
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 1);

// calculate new start value for groups

groupStart += groupCount;

}

function generateStepFronts() {
var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;


var activeTheta = thetaStart;

var activeHeight = stepHeight / 2;

// Generate Vertices, Normals and UVs

for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
for (var heightIndex = 0; heightIndex <= stepThetaSegments; heightIndex++) {
var heightSign = heightIndex == 0 ? -1 : 1;

var sinTheta = Math.sin(activeTheta);
var cosTheta = Math.cos(activeTheta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = activeHeight + heightSign * halfStepHeight;
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, 0, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push(1 - radiusIndex, 1 - heightIndex);

index++;
}
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

// Generate Indices
for (var stepIndex = 0; stepIndex < stepSegments; stepIndex++) {
for (var segmentIndex = 0; segmentIndex < stepThetaSegments; segmentIndex++) {

var segment = (2 * stepThetaSegments * stepIndex) + segmentIndex + indexStart;

var a = segment + 0;
var b = segment + stepThetaSegments + 1;
var c = segment + stepThetaSegments + 2;
var d = segment + 1;

// faces

indices.push(a, b, d);
indices.push(b, c, d);

// update group counter

groupCount += 6;
}
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}


function generateStepSide(isOuter) {

var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

var sign = isOuter ? 1 : -1;

var activeTheta = thetaStart;

var activeHeight = 0;

var activeRadius = isOuter ? radius : holeRadius;

// Generate Vertices, Normals and UVs

for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var heightIndex = 0; heightIndex < 2; heightIndex++) {
for (var segmentIndex = 0; segmentIndex <= stepThetaSegments; segmentIndex++) {

var segmentRatio = segmentIndex / stepThetaSegments;

var theta = segmentRatio * stepTheta + activeTheta;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = heightIndex * stepHeight + activeHeight;
vertex.z = activeRadius * cosTheta;
if (heightIndex == 0) vertex.y += stepHeight * segmentRatio;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, 0, cosTheta).normalize();
normals.push(normal.x * sign, normal.y, normal.z * sign);

// uv

uvs.push(segmentRatio, 1 - heightIndex);

// save index of vertex in respective row

index++;
}
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

// Generate Indices

for (var stepIndex = 0; stepIndex < stepSegments; stepIndex++) {
for (var segmentIndex = 0; segmentIndex < stepThetaSegments; segmentIndex++) {

var segment = (2 * stepThetaSegments * stepIndex) + segmentIndex + indexStart;

var a = segment + 0;
var b = segment + stepThetaSegments + 1;
var c = segment + stepThetaSegments + 2;
var d = segment + 1;

// faces
if (isOuter) {
indices.push(a, b, d);
indices.push(b, c, d);
} else {
indices.push(a, d, b);
indices.push(b, d, c);
}

// update group counter

groupCount += 6;
}
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}

function generateSide(isOuter) {

var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

var sign = isOuter ? 1 : -1;

var activeRadius = isOuter ? radius : holeRadius;

// Generate Vertices, Normals and UVs

for (var heightIndex = 0; heightIndex < 2; heightIndex++) {
for (var segmentIndex = 0; segmentIndex <= segments; segmentIndex++) {

var segmentRatio = segmentIndex / segments;

var theta = segmentRatio * thetaLength + thetaStart;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = (heightIndex - 1) * stepHeight + (height * segmentRatio);
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, 0, cosTheta).normalize();
normals.push(normal.x * sign, normal.y, normal.z * sign);

// uv

uvs.push(segmentRatio, 1 - heightIndex);

// save index of vertex in respective row

index++;
}
}

// Generate Indices

for (var segmentIndex = 0; segmentIndex < segments; segmentIndex++) {

var segment = segmentIndex + indexStart;

var a = segment + 0;
var b = segment + segments + 1;
var c = segment + segments + 2;
var d = segment + 1;

// faces
if (isOuter) {
indices.push(a, b, d);
indices.push(b, c, d);
} else {
indices.push(a, d, b);
indices.push(b, d, c);
}

// update group counter

groupCount += 6;
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}

function generateBottom() {

var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

var yNormal = Math.cos(angle);

// Generate Vertices, Normals and UVs

for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
for (var segmentIndex = 0; segmentIndex <= segments; segmentIndex++) {

var segmentRatio = segmentIndex / segments;

var theta = segmentRatio * thetaLength + thetaStart;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = (height * segmentRatio) - stepHeight;
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, yNormal, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push((vertex.x / activeRadius + 1) / 2, (vertex.z / activeRadius + 1) / 2);

// save index of vertex in respective row

index++;
}
}

// Generate Indices

for (var segmentIndex = 0; segmentIndex < segments; segmentIndex++) {

var segment = segmentIndex + indexStart;

var a = segment + 0;
var b = segment + segments + 1;
var c = segment + segments + 2;
var d = segment + 1;

// faces
indices.push(a, b, d);
indices.push(b, c, d);

// update group counter

groupCount += 6;
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}

}

StairsBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
StairsBufferGeometry.prototype.constructor = StairsBufferGeometry;

function init() {

// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x404040, 1);
document.body.appendChild(renderer.domElement);

// scene
scene = new THREE.Scene();

// camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(3, 3, 3);

// controls
controls = new THREE.OrbitControls(camera);

var loader = new THREE.TextureLoader();
var texture1 = loader.load("/image/kRSZS.png");
var texture2 = loader.load("/image/xQr6g.png");

// materials
material_1 = new THREE.MeshBasicMaterial({
map: texture1
});
material_2 = new THREE.MeshBasicMaterial({
map: texture2
});

var geometry = new StairsGeometry(2.98, 1.40, 360, Math.PI / 10, 0, Math.PI / 10, Math.PI / 20);
var mesh = new THREE.Mesh(geometry, [material_1, material_2]);
mesh.material.side = THREE.DoubleSide;

// mesh
scene.add(mesh);
}

function animate() {

requestAnimationFrame(animate);
renderer.render(scene, camera);
}

init();
animate();
body {
margin: 0;
overflow: hidden;
}

canvas {
width: 100%;
height: 100%
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

似乎有问题的区域是

for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
for (var segmentIndex = 0; segmentIndex <= stepThetaSegments; segmentIndex++) {

var segmentRatio = segmentIndex / stepThetaSegments;

var theta = segmentRatio * stepTheta + activeTheta;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = activeHeight;
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, 1, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push((vertex.x / radius + 1) / 2, (vertex.z / radius + 1) / 2);

index++;
}
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

最佳答案

您可以通过将楼梯的长度 (thetaLength) 除以一步的长度 ( stepTheta) .

var stepSegments = Math.ceil(thetaLength / stepTheta);

我想,输入参数 segments(在你的例子中是 3)不是段的总数,而是楼梯一步的段数:

var stepThetaSegments = segments;
segments = stepSegments * stepThetaSegments;

此外,顶点索引中有很多未对齐的地方。一个大问题是楼梯的踏板和侧面必须分段铺瓷砖,但台阶的前面不必铺瓷砖。
看到所有的面孔,您必须以相同的方向(逆时针方向)绘制所有图元。参见 Face Culling .

在下面的代码片段中查看更正的详细信息。

预览:

enter image description here

var renderer, scene, camera, controls;

/**
*
* @param {number} radius
* @param {number} holeRadius
* @param {number} segments
* @param {number} angle
* @param {number} thetaStart
* @param {number} thetaLength
* @param {number} stepTheta
*/
function StairsGeometry(radius, holeRadius, segments, angle, thetaStart, thetaLength, stepTheta) {

if (!(this instanceof StairsGeometry)) {
throw new TypeError("StairsGeometry needs to be called using new");
}

THREE.Geometry.call(this);

this.type = 'StairsGeometry';

this.parameters = {
radius: radius,
holeRadius: holeRadius,
segments: segments,
angle: angle,
thetaStart: thetaStart,
thetaLength: thetaLength,
stepTheta: stepTheta
};

this.fromBufferGeometry(new StairsBufferGeometry(radius, holeRadius, segments, angle, thetaStart, thetaLength, stepTheta));
this.mergeVertices();

}

StairsGeometry.prototype = Object.create(THREE.Geometry.prototype);
StairsGeometry.prototype.constructor = StairsGeometry;

/**
*
* @param {number} radius
* @param {number} holeRadius
* @param {number} segments
* @param {number} angle
* @param {number} thetaStart
* @param {number} thetaLength
* @param {number} stepTheta
*/
function StairsBufferGeometry(radius, holeRadius, segments, angle, thetaStart, thetaLength, stepTheta) {

if (!(this instanceof StairsBufferGeometry)) {
throw new TypeError("StairsBufferGeometry needs to be called using new");
}

THREE.BufferGeometry.call(this);

this.type = 'StairsBufferGeometry';

this.parameters = {
radius: radius,
holeRadius: holeRadius,
segments: segments,
angle: angle,
thetaStart: thetaStart,
thetaLength: thetaLength,
stepTheta: stepTheta
};

var scope = this;

radius = !isNaN(radius) ? radius : 20;
holeRadius = !isNaN(holeRadius) ? holeRadius : 20;
height = !isNaN(height) ? height : 10;
segments = !isNaN(segments = Math.floor(segments)) ? segments : 8;
angle = !isNaN(angle) ? angle : Math.PI / 8;
thetaStart = !isNaN(thetaStart) ? thetaStart : 0;
thetaLength = !isNaN(thetaLength) ? thetaLength : Math.PI * 2;
stepTheta = !isNaN(stepTheta) ? stepTheta : Math.PI / 18;


// buffers

var indices = [];
var vertices = [];
var normals = [];
var uvs = [];

// helper variables

var index = 0;
var indexArray = [];

var circumference = thetaLength * radius;
var height = circumference * Math.tan(angle);

var stepSegments = Math.ceil(thetaLength / stepTheta);
var stepThetaSegments = segments;
segments = stepSegments * stepThetaSegments;

var stepHeight = height / stepSegments;
var halfStepHeight = stepHeight / 2;

var groupStart = 0;

generateStepTops();
generateStepFronts();

generateStepSide(true);
generateStepSide(false);

generateBottom();

generateSide(true);
generateSide(false);

generateEdge(true);
generateEdge(false);

this.setIndex(indices);
this.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
this.addAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
this.addAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));


function generateEdge(isStart) {

var indexStart = index;
var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var theta = thetaStart;
if (!isStart) theta += thetaLength;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
var startingHeight = halfStepHeight + (isStart ? 0 : height) - stepHeight;
for (var y = 0; y < 2; y++) {
for (var x = 0; x < 2; x++) {
var activeRadius = x == 0 ? holeRadius : radius;
vertex.x = activeRadius * sinTheta;
vertex.y = startingHeight + halfStepHeight * (y == 0 ? -1 : 1);
vertex.z = activeRadius * cosTheta;

vertices.push(vertex.x, vertex.y, vertex.z);

normal.set(sinTheta, 0, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push(1 - x, 1 - y);
index++;
}
}

var a = indexStart + 0;
var b = indexStart + 1;
var c = indexStart + 3;
var d = indexStart + 2;

// faces

if (isStart) {
indices.push(a, b, d);
indices.push(b, c, d);
} else {
indices.push(a, d, b);
indices.push(b, d, c);
}

scope.addGroup(groupStart, 6, 0);

// calculate new start value for groups

groupStart += 6;
}


function generateStepTops() {
var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

// Generate Vertices, Normals and UVs
var activeTheta = thetaStart;
var activeHeight = stepHeight;
for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
for (var segmentIndex = 0; segmentIndex <= stepThetaSegments; segmentIndex++) {

var segmentRatio = segmentIndex / stepThetaSegments;
var theta = segmentRatio * stepTheta + activeTheta;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex
vertex.x = activeRadius * sinTheta;
vertex.y = activeHeight;
vertex.z = activeRadius * cosTheta;
// normal
normal.set(sinTheta, 1, cosTheta).normalize();

vertices.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push((vertex.x / radius + 1) / 2, (vertex.z / radius + 1) / 2);
index++;
}
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

// Generate Indices
var v_perSegAndSide = stepThetaSegments+1;
for (var stepIndex = 0; stepIndex < stepSegments; stepIndex++) {
for (var segmentIndex = 0; segmentIndex < stepThetaSegments; segmentIndex++) {

var segment = indexStart + (2 * v_perSegAndSide * stepIndex)+segmentIndex;

var a = segment + 0;
var b = segment + v_perSegAndSide + 0;
var c = segment + v_perSegAndSide + 1;
var d = segment + 1;

// faces

indices.push(a, b, d);
indices.push(b, c, d);

// update group counter

groupCount += 6;
}
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 1);

// calculate new start value for groups

groupStart += groupCount;

}

function generateStepFronts() {
var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

// Generate Vertices, Normals and UVs
var activeTheta = thetaStart;
var activeHeight = 0;
for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
var theta = activeTheta;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex
vertex.x = activeRadius * sinTheta;
vertex.y = activeHeight;
vertex.z = activeRadius * cosTheta;
// normal
normal.set(sinTheta, 1, cosTheta).normalize();

vertices.push(vertex.x, vertex.y, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push((vertex.x / radius + 1) / 2, (vertex.z / radius + 1) / 2);
index++;

vertices.push(vertex.x, vertex.y+stepHeight, vertex.z);
normals.push(normal.x, normal.y, normal.z);
uvs.push((vertex.x / radius + 1) / 2, (vertex.z / radius + 1) / 2);
index++;
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

// Generate Indices
var v_perSegAndSide = 2;
for (var stepIndex = 0; stepIndex < stepSegments; stepIndex++) {
var segment = indexStart + (2 * v_perSegAndSide * stepIndex);

var a = segment + 0;
var b = segment + v_perSegAndSide + 0;
var c = segment + v_perSegAndSide + 1;
var d = segment + 1;

// faces

indices.push(a, b, d);
indices.push(b, c, d);

// update group counter

groupCount += 6;
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}


function generateStepSide(isOuter) {

var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

var sign = isOuter ? 1 : -1;

var activeTheta = thetaStart;

var activeHeight = 0;

var activeRadius = isOuter ? radius : holeRadius;

// Generate Vertices, Normals and UVs

for (var stepIndex = 0; stepIndex <= stepSegments; stepIndex++) {
for (var segmentIndex = 0; segmentIndex <= stepThetaSegments; segmentIndex++) {

var segmentRatio = segmentIndex / stepThetaSegments;
var theta = segmentRatio * stepTheta + activeTheta;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex
vertex.x = activeRadius * sinTheta;
vertex.y = activeHeight;
vertex.z = activeRadius * cosTheta;
// normal
normal.set(sinTheta, 0, cosTheta).normalize();

vertices.push(vertex.x, vertex.y + stepHeight * segmentRatio, vertex.z);
normals.push(normal.x * sign, normal.y, normal.z * sign);
uvs.push(segmentRatio, segmentRatio);
index++;

vertices.push(vertex.x, vertex.y + stepHeight, vertex.z);
normals.push(normal.x * sign, normal.y, normal.z * sign);
uvs.push(segmentRatio, 1);
index++;
}
activeHeight += stepHeight;
activeTheta += stepTheta;
}

// Generate Indices
var v_perSegAndSide = stepThetaSegments*2+2;
for (var stepIndex = 0; stepIndex < stepSegments; stepIndex++) {
for (var segmentIndex = 0; segmentIndex < stepThetaSegments; segmentIndex++) {

var segment = indexStart + v_perSegAndSide * stepIndex + segmentIndex*2;

var a = segment + 0;
var b = segment + 1;
var c = segment + 2;
var d = segment + 3;

// faces
if (isOuter) {
indices.push(a, d, b);
indices.push(a, c, d);
} else {
indices.push(a, b, d);
indices.push(a, d, c);
}

// update group counter

groupCount += 6;
}
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}

function generateSide(isOuter) {

var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

// Generate Vertices, Normals and UVs
var sign = isOuter ? 1 : -1;
var activeRadius = isOuter ? radius : holeRadius;
for (var heightIndex = 0; heightIndex < 2; heightIndex++) {
for (var segmentIndex = 0; segmentIndex <= segments; segmentIndex++) {

var segmentRatio = segmentIndex / segments;

var theta = segmentRatio * thetaLength + thetaStart;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex
vertex.x = activeRadius * sinTheta;
vertex.y = (heightIndex - 1) * stepHeight + (height * segmentRatio);
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal
normal.set(sinTheta, 0, cosTheta).normalize();
normals.push(normal.x * sign, normal.y, normal.z * sign);

// uv
uvs.push(segmentRatio, 1 - heightIndex);

// save index of vertex in respective row

index++;
}
}

// Generate Indices

for (var segmentIndex = 0; segmentIndex < segments; segmentIndex++) {

var segment = segmentIndex + indexStart;

var a = segment + 0;
var b = segment + segments + 1;
var c = segment + segments + 2;
var d = segment + 1;

// faces
if (isOuter) {
indices.push(a, d, b);
indices.push(b, d, c);
} else {
indices.push(a, b, d);
indices.push(b, c, d);
}

// update group counter

groupCount += 6;
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}

function generateBottom() {

var indexStart = index;

var normal = new THREE.Vector3();
var vertex = new THREE.Vector3();

var groupCount = 0;

var yNormal = Math.cos(angle);

// Generate Vertices, Normals and UVs

for (var radiusIndex = 0; radiusIndex < 2; radiusIndex++) {
var activeRadius = radiusIndex == 0 ? holeRadius : radius;
for (var segmentIndex = 0; segmentIndex <= segments; segmentIndex++) {

var segmentRatio = segmentIndex / segments;

var theta = segmentRatio * thetaLength + thetaStart;

var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);

// vertex

vertex.x = activeRadius * sinTheta;
vertex.y = (height * segmentRatio) - stepHeight;
vertex.z = activeRadius * cosTheta;
vertices.push(vertex.x, vertex.y, vertex.z);

// normal

normal.set(sinTheta, yNormal, cosTheta).normalize();
normals.push(normal.x, normal.y, normal.z);

// uv

uvs.push((vertex.x / activeRadius + 1) / 2, (vertex.z / activeRadius + 1) / 2);

// save index of vertex in respective row

index++;
}
}

// Generate Indices

for (var segmentIndex = 0; segmentIndex < segments; segmentIndex++) {

var segment = segmentIndex + indexStart;

var a = segment + 0;
var b = segment + segments + 1;
var c = segment + segments + 2;
var d = segment + 1;

// faces
indices.push(a, d, b);
indices.push(b, d, c);

// update group counter

groupCount += 6;
}

// add a group to the geometry. this will ensure multi material support

scope.addGroup(groupStart, groupCount, 0);

// calculate new start value for groups

groupStart += groupCount;
}

}

StairsBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
StairsBufferGeometry.prototype.constructor = StairsBufferGeometry;

function init() {

// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x404040, 1);
document.body.appendChild(renderer.domElement);

// scene
scene = new THREE.Scene();

// camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(3, 3, 3);

// controls
controls = new THREE.OrbitControls(camera);

var loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
var texture1 = loader.load("https://threejs.org/examples/textures/hardwood2_diffuse.jpg");
var texture2 = loader.load("https://threejs.org/examples/textures/crate.gif");

// materials
material_1 = new THREE.MeshBasicMaterial({
//color: "red"
map: texture1,
});
material_2 = new THREE.MeshBasicMaterial({
//color: "blue"
map: texture2,
});

var geometry = new StairsGeometry(2.98, 1.40, 3.60, Math.PI / 10, 0, Math.PI / 2, Math.PI / 10);
var mesh = new THREE.Mesh(geometry, [material_1, material_2]);
mesh.material.side = THREE.DoubleSide;

// mesh
scene.add(mesh);
}

function animate() {

requestAnimationFrame(animate);
renderer.render(scene, camera);
}

init();
animate();
body {
margin: 0;
overflow: hidden;
}

canvas {
width: 100%;
height: 100%
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

关于javascript - Three.js 自定义楼梯几何,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47438219/

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