gpt4 book ai didi

three.js - Javascript三个js 3D绘制带边框的立体立方体

转载 作者:行者123 更新时间:2023-12-04 17:07:41 27 4
gpt4 key购买 nike

我遵循threejs示例,webgl_interactive_draggablecubes.html。我的项目是使用Threejs制定容器装载计划。所以我想用边框制作立体立方体。我们可以看到带有/不带有边框差异的东西。/image attachement/ image with borderimage without border

我将代码稍微修改为/1/

我可以使用多种 Material ,但是拖放操作被破坏了。 create Geometry3中的代码段已注释。

我的问题是如何使带边框的立体立方体同时拖放?

/1/

 <!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - draggable cubes</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: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>

<script src="js/three.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/stats.min.js"></script>

<script>

var container, stats;
var camera, controls, scene, renderer;
var cubes = [];
var plane = new THREE.Plane();
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2(),
offset = new THREE.Vector3(),
intersection = new THREE.Vector3(),
INTERSECTED, SELECTED;

init();
animate();

function init() {

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

camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 10;

controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;

scene = new THREE.Scene();

scene.add( new THREE.AmbientLight( 0x505050 ) );


var geometry = new THREE.BoxGeometry( 2, 5, 7);
var hex = 0xff0000;
for ( var i = 0; i < geometry.faces.length; i++ ) {
geometry.faces[ i ].color.setHex( hex );
}
var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube = new THREE.Mesh( geometry, material );
cubes.push( cube );

var geometry2 = new THREE.BoxGeometry(2,4, 5);
var hex2 = 0x009fff;
for ( var i = 0; i < geometry2.faces.length; i++ ) {
geometry2.faces[ i ].color.setHex( hex2 );
}
var material2 = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube2 = new THREE.Mesh( geometry2, material2 );
cubes.push( cube2 );

var geometry3 = new THREE.BoxGeometry(1,3,4);
var hex3 = 0x0f0ff0;
for ( var i = 0; i < geometry3.faces.length; i++ ) {
geometry3.faces[ i ].color.setHex( hex3 );
}
/* var darkMaterial3= new THREE.MeshBasicMaterial( { color: 0xffffcc } );
var wireframeMaterial3= new THREE.MeshBasicMaterial( { color: 0x0f0000, wireframe: true, transparent: false } );
var multiMaterial3= [ darkMaterial3, wireframeMaterial3 ];
var cube3 = THREE.SceneUtils.createMultiMaterialObject(geometry3,multiMaterial3);*/
var material3 = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube3 = new THREE.Mesh( geometry3, material3 );
cubes.push( cube3 );

scene.add(cube);
scene.add(cube2);
scene.add(cube3);

renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
container.appendChild( renderer.domElement );

stats = new Stats();
container.appendChild( stats.dom );

renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
renderer.domElement.addEventListener( 'mousedown', onDocumentMouseDown, false );
renderer.domElement.addEventListener( 'mouseup', onDocumentMouseUp, false );

window.addEventListener( 'resize', onWindowResize, false );
}

function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}

function onDocumentMouseMove( event ) {
event.preventDefault();

mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

raycaster.setFromCamera( mouse, camera );

if ( SELECTED ) {
if ( raycaster.ray.intersectPlane( plane, intersection ) ) {
SELECTED.position.copy( intersection.sub( offset ) );
}
return;
}

var intersects = raycaster.intersectObjects( cubes );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();

plane.setFromNormalAndCoplanarPoint(
camera.getWorldDirection( plane.normal ),
INTERSECTED.position );
}
container.style.cursor = 'pointer';
} else {
if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
container.style.cursor = 'auto';
}
}

function onDocumentMouseDown( event ) {
event.preventDefault();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( cubes );

if ( intersects.length > 0 ) {
controls.enabled = false;
SELECTED = intersects[ 0 ].object;
if ( raycaster.ray.intersectPlane( plane, intersection ) ) {
offset.copy( intersection ).sub( SELECTED.position );
}
container.style.cursor = 'move';
}
}

function onDocumentMouseUp( event ) {
event.preventDefault();
controls.enabled = true;
if ( INTERSECTED ) {
SELECTED = null;
}
container.style.cursor = 'auto';
}

function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}

function render() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>

最佳答案

WireframeGeometryEdgesGeometry添加为每个可拖动对象的子代。

scene.add( object );

objects.push( object );

// wireframe
var geo = new THREE.EdgesGeometry( object.geometry );
var mat = new THREE.LineBasicMaterial( { color: 0x000000, linewidth: 4 } );
var wireframe = new THREE.LineSegments( geo, mat );
wireframe.renderOrder = 1; // make sure wireframes are rendered 2nd
object.add( wireframe );

提示: webgl_interactive_draggablecubes.html示例已简化。检查r.83dev分支。

three.js r.82

关于three.js - Javascript三个js 3D绘制带边框的立体立方体,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41031214/

27 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com