已被阅读 1608 次 | 文章分类:javascript | 2022-05-30 00:34
1 效果如下
两种不同的墙体材质图片
实现原理和代码如下。
2 代码如下
基本思路:
(1) 创建两个mesh,一个墙体,一个窗户
(2) 然后取墙体和窗户的差集,将差集转换成几何体
(3) 根据几何体新建mesh,并贴纹理
依赖库有三个:
import * as THREE from 'three';
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import _ThreeBSP from '../utils/ThreeBSP.js'
具体创建过程有如下7步:
// 创建挖墙
function initObject(){
// 1 定义墙面
var cubeGeometry = new THREE.BoxGeometry(1, 10, 30);
var cube = new THREE.Mesh(cubeGeometry);
// 2 定义窗户
var door = new THREE.BoxGeometry(1, 8, 15);
var doorMesh = new THREE.Mesh(door);
doorMesh.position.z = 0
// 3 定义两个bsp对象
var cubeBSP = new ThreeBSP(cube);
var doorBSP = new ThreeBSP(doorMesh);
// 4 取交集
let resultBSP = cubeBSP.subtract(doorBSP); // 墙体挖窗户
// 5 将相交的部分转换成Mesh
let result = resultBSP.toMesh();
// 6 转成geometry
var cubeGeometry = result.geometry
var cubeMaterial = new THREE.MeshBasicMaterial({
map:THREE.ImageUtils.loadTexture('./statics/imgs/wall2.jpg')
})
// 7 重新生成一个mesh
let wallMesh = new THREE.Mesh(cubeGeometry,cubeMaterial);
scene.add(wallMesh);
}
本文依赖ThreeBSP这个库;但这个库没有在threejs中集成;所以单独下载下来,然后改成 了ES5的方式;方便我们导入使用;在文章最后提供
2 全部代码
import * as THREE from 'three';
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import _ThreeBSP from '../utils/ThreeBSP.js'
const ThreeBSP=_ThreeBSP(THREE)
initScene();
function initScene() {
// ---------------------------------------------------------------------
// 场景和相机
// ---------------------------------------------------------------------
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 0, 150);
camera.lookAt(0, 0, 0);
let axes = new THREE.AxesHelper(500);
axes.name = 'AxesHelper';
scene.add(axes);
// ---------------------------------------------------------------------
// 渲染器
// ---------------------------------------------------------------------
let renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.render(scene, camera);
let controls = new OrbitControls(camera, renderer.domElement);
controls.zoomSpeed = 2.0;
controls.rotateSpeed = 2.0;
// 创建挖墙
function initObject(){
// 1 定义墙面
var cubeGeometry = new THREE.BoxGeometry(1, 10, 30);
var cube = new THREE.Mesh(cubeGeometry);
// 2 定义窗户
var door = new THREE.BoxGeometry(1, 8, 15);
var doorMesh = new THREE.Mesh(door);
doorMesh.position.z = 0
// 3 定义两个bsp对象
var cubeBSP = new ThreeBSP(cube);
var doorBSP = new ThreeBSP(doorMesh);
// 4 取交集
let resultBSP = cubeBSP.subtract(doorBSP); // 墙体挖窗户
// 5 将相交的部分转换成Mesh
let result = resultBSP.toMesh();
// 6 转成geometry
var cubeGeometry = result.geometry
var cubeMaterial = new THREE.MeshBasicMaterial({
map:THREE.ImageUtils.loadTexture('./statics/imgs/wall2.jpg')
})
// 7 重新生成一个mesh
let wallMesh = new THREE.Mesh(cubeGeometry,cubeMaterial);
scene.add(wallMesh);
}
initObject();
animate();
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
}
3 ThreeBSP.js
'use strict';
var ThreeBSP,
EPSILON = 1e-5,
COPLANAR = 0,
FRONT = 1,
BACK = 2,
SPANNING = 3;
export default function( THREE ) {
var ThreeBSP = function( geometry ) {
// Convert THREE.Geometry to ThreeBSP
var i, _length_i,
face, vertex, faceVertexUvs, uvs,
polygon,
polygons = [],
tree;
if ( geometry instanceof THREE.Geometry ) {
this.matrix = new THREE.Matrix4;
} else if ( geometry instanceof THREE.Mesh ) {
// #todo: add hierarchy support
geometry.updateMatrix();
this.matrix = geometry.matrix.clone();
geometry = geometry.geometry;
} else if ( geometry instanceof ThreeBSP.Node ) {
this.tree = geometry;
this.matrix = new THREE.Matrix4;
return this;
} else {
throw 'ThreeBSP: Given geometry is unsupported';
}
for ( i = 0, _length_i = geometry.faces.length; i < _length_i; i++ ) {
face = geometry.faces[i];
faceVertexUvs = geometry.faceVertexUvs[0][i];
polygon = new ThreeBSP.Polygon;
if ( face instanceof THREE.Face3 ) {
vertex = geometry.vertices[ face.a ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[0].x, faceVertexUvs[0].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[0], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
vertex = geometry.vertices[ face.b ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[1].x, faceVertexUvs[1].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
vertex = geometry.vertices[ face.c ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[2].x, faceVertexUvs[2].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
} else if ( typeof THREE.Face4 ) {
vertex = geometry.vertices[ face.a ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[0].x, faceVertexUvs[0].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[0], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
vertex = geometry.vertices[ face.b ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[1].x, faceVertexUvs[1].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[1], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
vertex = geometry.vertices[ face.c ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[2].x, faceVertexUvs[2].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
vertex = geometry.vertices[ face.d ];
uvs = faceVertexUvs ? new THREE.Vector2( faceVertexUvs[3].x, faceVertexUvs[3].y ) : null;
vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[3], uvs );
vertex.applyMatrix4(this.matrix);
polygon.vertices.push( vertex );
} else {
throw 'Invalid face type at index ' + i;
}
polygon.calculateProperties();
polygons.push( polygon );
};
this.tree = new ThreeBSP.Node( polygons );
};
ThreeBSP.prototype.subtract = function( other_tree ) {
var a = this.tree.clone(),
b = other_tree.tree.clone();
a.invert();
a.clipTo( b );
b.clipTo( a );
b.invert();
b.clipTo( a );
b.invert();
a.build( b.allPolygons() );
a.invert();
a = new ThreeBSP( a );
a.matrix = this.matrix;
return a;
};
ThreeBSP.prototype.union = function( other_tree ) {
var a = this.tree.clone(),
b = other_tree.tree.clone();
a.clipTo( b );
b.clipTo( a );
b.invert();
b.clipTo( a );
b.invert();
a.build( b.allPolygons() );
a = new ThreeBSP( a );
a.matrix = this.matrix;
return a;
};
ThreeBSP.prototype.intersect = function( other_tree ) {
var a = this.tree.clone(),
b = other_tree.tree.clone();
a.invert();
b.clipTo( a );
b.invert();
a.clipTo( b );
b.clipTo( a );
a.build( b.allPolygons() );
a.invert();
a = new ThreeBSP( a );
a.matrix = this.matrix;
return a;
};
ThreeBSP.prototype.toGeometry = function() {
var i, j,
matrix = new THREE.Matrix4().getInverse( this.matrix ),
geometry = new THREE.Geometry(),
polygons = this.tree.allPolygons(),
polygon_count = polygons.length,
polygon, polygon_vertice_count,
vertice_dict = {},
vertex_idx_a, vertex_idx_b, vertex_idx_c,
vertex, face,
verticeUvs;
for ( i = 0; i < polygon_count; i++ ) {
polygon = polygons[i];
polygon_vertice_count = polygon.vertices.length;
for ( j = 2; j < polygon_vertice_count; j++ ) {
verticeUvs = [];
vertex = polygon.vertices[0];
verticeUvs.push( new THREE.Vector2( vertex.uv.x, vertex.uv.y ) );
vertex = new THREE.Vector3( vertex.x, vertex.y, vertex.z );
vertex.applyMatrix4(matrix);
if ( typeof vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] !== 'undefined' ) {
vertex_idx_a = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ];
} else {
geometry.vertices.push( vertex );
vertex_idx_a = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] = geometry.vertices.length - 1;
}
vertex = polygon.vertices[j-1];
verticeUvs.push( new THREE.Vector2( vertex.uv.x, vertex.uv.y ) );
vertex = new THREE.Vector3( vertex.x, vertex.y, vertex.z );
vertex.applyMatrix4(matrix);
if ( typeof vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] !== 'undefined' ) {
vertex_idx_b = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ];
} else {
geometry.vertices.push( vertex );
vertex_idx_b = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] = geometry.vertices.length - 1;
}
vertex = polygon.vertices[j];
verticeUvs.push( new THREE.Vector2( vertex.uv.x, vertex.uv.y ) );
vertex = new THREE.Vector3( vertex.x, vertex.y, vertex.z );
vertex.applyMatrix4(matrix);
if ( typeof vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] !== 'undefined' ) {
vertex_idx_c = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ];
} else {
geometry.vertices.push( vertex );
vertex_idx_c = vertice_dict[ vertex.x + ',' + vertex.y + ',' + vertex.z ] = geometry.vertices.length - 1;
}
face = new THREE.Face3(
vertex_idx_a,
vertex_idx_b,
vertex_idx_c,
new THREE.Vector3( polygon.normal.x, polygon.normal.y, polygon.normal.z )
);
geometry.faces.push( face );
geometry.faceVertexUvs[0].push( verticeUvs );
}
}
return geometry;
};
ThreeBSP.prototype.toMesh = function( material ) {
var geometry = this.toGeometry(),
mesh = new THREE.Mesh( geometry, material );
mesh.position.setFromMatrixPosition( this.matrix );
mesh.rotation.setFromRotationMatrix( this.matrix );
return mesh;
};
ThreeBSP.Polygon = function( vertices, normal, w ) {
if ( !( vertices instanceof Array ) ) {
vertices = [];
}
this.vertices = vertices;
if ( vertices.length > 0 ) {
this.calculateProperties();
} else {
this.normal = this.w = undefined;
}
};
ThreeBSP.Polygon.prototype.calculateProperties = function() {
var a = this.vertices[0],
b = this.vertices[1],
c = this.vertices[2];
this.normal = b.clone().subtract( a ).cross(
c.clone().subtract( a )
).normalize();
this.w = this.normal.clone().dot( a );
return this;
};
ThreeBSP.Polygon.prototype.clone = function() {
var i, vertice_count,
polygon = new ThreeBSP.Polygon;
for ( i = 0, vertice_count = this.vertices.length; i < vertice_count; i++ ) {
polygon.vertices.push( this.vertices[i].clone() );
};
polygon.calculateProperties();
return polygon;
};
ThreeBSP.Polygon.prototype.flip = function() {
var i, vertices = [];
this.normal.multiplyScalar( -1 );
this.w *= -1;
for ( i = this.vertices.length - 1; i >= 0; i-- ) {
vertices.push( this.vertices[i] );
};
this.vertices = vertices;
return this;
};
ThreeBSP.Polygon.prototype.classifyVertex = function( vertex ) {
var side_value = this.normal.dot( vertex ) - this.w;
if ( side_value < -EPSILON ) {
return BACK;
} else if ( side_value > EPSILON ) {
return FRONT;
} else {
return COPLANAR;
}
};
ThreeBSP.Polygon.prototype.classifySide = function( polygon ) {
var i, vertex, classification,
num_positive = 0,
num_negative = 0,
vertice_count = polygon.vertices.length;
for ( i = 0; i < vertice_count; i++ ) {
vertex = polygon.vertices[i];
classification = this.classifyVertex( vertex );
if ( classification === FRONT ) {
num_positive++;
} else if ( classification === BACK ) {
num_negative++;
}
}
if ( num_positive > 0 && num_negative === 0 ) {
return FRONT;
} else if ( num_positive === 0 && num_negative > 0 ) {
return BACK;
} else if ( num_positive === 0 && num_negative === 0 ) {
return COPLANAR;
} else {
return SPANNING;
}
};
ThreeBSP.Polygon.prototype.splitPolygon = function( polygon, coplanar_front, coplanar_back, front, back ) {
var classification = this.classifySide( polygon );
if ( classification === COPLANAR ) {
( this.normal.dot( polygon.normal ) > 0 ? coplanar_front : coplanar_back ).push( polygon );
} else if ( classification === FRONT ) {
front.push( polygon );
} else if ( classification === BACK ) {
back.push( polygon );
} else {
var vertice_count,
i, j, ti, tj, vi, vj,
t, v,
f = [],
b = [];
for ( i = 0, vertice_count = polygon.vertices.length; i < vertice_count; i++ ) {
j = (i + 1) % vertice_count;
vi = polygon.vertices[i];
vj = polygon.vertices[j];
ti = this.classifyVertex( vi );
tj = this.classifyVertex( vj );
if ( ti != BACK ) f.push( vi );
if ( ti != FRONT ) b.push( vi );
if ( (ti | tj) === SPANNING ) {
t = ( this.w - this.normal.dot( vi ) ) / this.normal.dot( vj.clone().subtract( vi ) );
v = vi.interpolate( vj, t );
f.push( v );
b.push( v );
}
}
if ( f.length >= 3 ) front.push( new ThreeBSP.Polygon( f ).calculateProperties() );
if ( b.length >= 3 ) back.push( new ThreeBSP.Polygon( b ).calculateProperties() );
}
};
ThreeBSP.Vertex = function( x, y, z, normal, uv ) {
this.x = x;
this.y = y;
this.z = z;
this.normal = normal || new THREE.Vector3;
this.uv = uv || new THREE.Vector2;
};
ThreeBSP.Vertex.prototype.clone = function() {
return new ThreeBSP.Vertex( this.x, this.y, this.z, this.normal.clone(), this.uv.clone() );
};
ThreeBSP.Vertex.prototype.add = function( vertex ) {
this.x += vertex.x;
this.y += vertex.y;
this.z += vertex.z;
return this;
};
ThreeBSP.Vertex.prototype.subtract = function( vertex ) {
this.x -= vertex.x;
this.y -= vertex.y;
this.z -= vertex.z;
return this;
};
ThreeBSP.Vertex.prototype.multiplyScalar = function( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
};
ThreeBSP.Vertex.prototype.cross = function( vertex ) {
var x = this.x,
y = this.y,
z = this.z;
this.x = y * vertex.z - z * vertex.y;
this.y = z * vertex.x - x * vertex.z;
this.z = x * vertex.y - y * vertex.x;
return this;
};
ThreeBSP.Vertex.prototype.normalize = function() {
var length = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
this.x /= length;
this.y /= length;
this.z /= length;
return this;
};
ThreeBSP.Vertex.prototype.dot = function( vertex ) {
return this.x * vertex.x + this.y * vertex.y + this.z * vertex.z;
};
ThreeBSP.Vertex.prototype.lerp = function( a, t ) {
this.add(
a.clone().subtract( this ).multiplyScalar( t )
);
this.normal.add(
a.normal.clone().sub( this.normal ).multiplyScalar( t )
);
this.uv.add(
a.uv.clone().sub( this.uv ).multiplyScalar( t )
);
return this;
};
ThreeBSP.Vertex.prototype.interpolate = function( other, t ) {
return this.clone().lerp( other, t );
};
ThreeBSP.Vertex.prototype.applyMatrix4 = function ( m ) {
// input: THREE.Matrix4 affine matrix
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
return this;
}
ThreeBSP.Node = function( polygons ) {
var i, polygon_count,
front = [],
back = [];
this.polygons = [];
this.front = this.back = undefined;
if ( !(polygons instanceof Array) || polygons.length === 0 ) return;
this.divider = polygons[0].clone();
for ( i = 0, polygon_count = polygons.length; i < polygon_count; i++ ) {
this.divider.splitPolygon( polygons[i], this.polygons, this.polygons, front, back );
}
if ( front.length > 0 ) {
this.front = new ThreeBSP.Node( front );
}
if ( back.length > 0 ) {
this.back = new ThreeBSP.Node( back );
}
};
ThreeBSP.Node.isConvex = function( polygons ) {
var i, j;
for ( i = 0; i < polygons.length; i++ ) {
for ( j = 0; j < polygons.length; j++ ) {
if ( i !== j && polygons[i].classifySide( polygons[j] ) !== BACK ) {
return false;
}
}
}
return true;
};
ThreeBSP.Node.prototype.build = function( polygons ) {
var i, polygon_count,
front = [],
back = [];
if ( !this.divider ) {
this.divider = polygons[0].clone();
}
for ( i = 0, polygon_count = polygons.length; i < polygon_count; i++ ) {
this.divider.splitPolygon( polygons[i], this.polygons, this.polygons, front, back );
}
if ( front.length > 0 ) {
if ( !this.front ) this.front = new ThreeBSP.Node();
this.front.build( front );
}
if ( back.length > 0 ) {
if ( !this.back ) this.back = new ThreeBSP.Node();
this.back.build( back );
}
};
ThreeBSP.Node.prototype.allPolygons = function() {
var polygons = this.polygons.slice();
if ( this.front ) polygons = polygons.concat( this.front.allPolygons() );
if ( this.back ) polygons = polygons.concat( this.back.allPolygons() );
return polygons;
};
ThreeBSP.Node.prototype.clone = function() {
var node = new ThreeBSP.Node();
node.divider = this.divider.clone();
node.polygons = this.polygons.map( function( polygon ) { return polygon.clone(); } );
node.front = this.front && this.front.clone();
node.back = this.back && this.back.clone();
return node;
};
ThreeBSP.Node.prototype.invert = function() {
var i, polygon_count, temp;
for ( i = 0, polygon_count = this.polygons.length; i < polygon_count; i++ ) {
this.polygons[i].flip();
}
this.divider.flip();
if ( this.front ) this.front.invert();
if ( this.back ) this.back.invert();
temp = this.front;
this.front = this.back;
this.back = temp;
return this;
};
ThreeBSP.Node.prototype.clipPolygons = function( polygons ) {
var i, polygon_count,
front, back;
if ( !this.divider ) return polygons.slice();
front = [], back = [];
for ( i = 0, polygon_count = polygons.length; i < polygon_count; i++ ) {
this.divider.splitPolygon( polygons[i], front, back, front, back );
}
if ( this.front ) front = this.front.clipPolygons( front );
if ( this.back ) back = this.back.clipPolygons( back );
else back = [];
return front.concat( back );
};
ThreeBSP.Node.prototype.clipTo = function( node ) {
this.polygons = node.clipPolygons( this.polygons );
if ( this.front ) this.front.clipTo( node );
if ( this.back ) this.back.clipTo( node );
};
return ThreeBSP;
}
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