Three.js 剖切面后的点编组
我找到了物体和平面之间的所有交点,就像在这张大图中一样。但是现在我想把这些点连接起来(分成单独的阵列),在平面经过的地方,再把它们连接起来。我试图通过距离将它们连接起来,但这并没有产生有效的效果Three.js 剖切面后的点编组,three.js,Three.js,我找到了物体和平面之间的所有交点,就像在这张大图中一样。但是现在我想把这些点连接起来(分成单独的阵列),在平面经过的地方,再把它们连接起来。我试图通过距离将它们连接起来,但这并没有产生有效的效果 //SORT POINTS DISTANCE var pointsArray = []; //point after intersection var sortedPoints = []; var sortedPointsDis = []; sortedPoints.push( pointsArray
//SORT POINTS DISTANCE
var pointsArray = []; //point after intersection
var sortedPoints = [];
var sortedPointsDis = [];
sortedPoints.push( pointsArray.pop() );
while( pointsArray.length ) {
var distance = sortedPoints[sortedPoints.length - 1].distanceTo( pointsArray[0] );
var index = 0;
for(var i = 1; i < pointsArray.length; i++) {
var tempDistance = sortedPoints[sortedPoints.length - 1].distanceTo( pointsArray[i] );
if( tempDistance < distance ) {
distance = tempDistance;
index = i;
}
}
sortedPoints.push( pointsArray.splice(index, 1)[0] );
sortedPointsDis.push( distance );
}
//GROUP POINTS
var result = [[]];
for(var i = 0; i < sortedPoints.length; i++) {
var lastArr = result[result.length - 1];
if( lastArr.length < 3 ) {
lastArr.push( sortedPoints[i] );
} else {
var distance = lastArr[0].distanceTo( sortedPoints[i] );
if( distance < sortedPointsDis[i - 1] ) {
result.push([]);
lastArr = result[result.length - 1];
}
lastArr.push(sortedPoints[i]);
}
}
//排序点距离
var pointsArray=[]//交叉点后的点
var分类点数=[];
var sortedPointsDis=[];
sortedPoints.push(pointsArray.pop());
while(pointsArray.length){
var distance=sortedPoints[sortedPoints.length-1].distanceTo(pointsArray[0]);
var指数=0;
对于(变量i=1;i
。
思想?例子?提前感谢您的回复 所以,是的,这个答案基于并扩展了它。解决方案比较粗糙,可以进行优化 我使用了修改后的
.equals()
方法THREE.Vector3()
(我希望它(或类似的东西)有一天会成为核心的一部分,因为它是一个非常有用的功能),取自:
如何获取轮廓以及如何绘制轮廓:
var contours = getContours(pointsOfIntersection.vertices, [], true);
contours.forEach(cntr => {
let cntrGeom = new THREE.Geometry();
cntrGeom.vertices = cntr;
let contour = new THREE.Line(cntrGeom, new THREE.LineBasicMaterial({
color: Math.random() * 0xffffff
}));
scene.add(contour);
});
在哪里
函数获取轮廓(点、轮廓、首次运行){
log(“firstRun:”,firstRun);
设等高线=[];
//找到轮廓的第一条线
设firstPointIndex=0;
设secondPointIndex=0;
让第一点,第二点;
for(设i=0;i{allChecked+=p.checked==true?1:0;});
log(“allChecked:,allChecked==points.length”);
if(allChecked!=points.length){返回getContours(points,contours,false);}
回归等值线;
}
函数getContour(当前点、点、轮廓){
设p1Index=getNearestPointIndex(当前点,点);
设p1=点[p1Index];
p1.checked=true;
设p2Index=getPairIndex(p1,p1Index,点);
设p2=点[p2Index];
p2.checked=true;
设isClosed=p2。等于(轮廓[0],公差);
如果(!isClosed){
contour.push(p2.clone());
返回getContour(p2,点,轮廓);
}否则{
contour.push(contour[0].clone());
回归曲线;
}
}
函数getNearestPointIndex(点,点){
设指数=0;
for(设i=0;i
示例r87。酷。非常感谢你!由于这是一次计算,在加载时,我认为这是一个很好的解决方案和很好的解释^^这对我来说是可行的。再次感谢。
function setPointOfIntersection(line, plane, faceIdx) {
pointOfIntersection = plane.intersectLine(line);
if (pointOfIntersection) {
let p = pointOfIntersection.clone();
p.faceIndex = faceIdx;
p.checked = false;
pointsOfIntersection.vertices.push(p);
};
}
var contours = getContours(pointsOfIntersection.vertices, [], true);
contours.forEach(cntr => {
let cntrGeom = new THREE.Geometry();
cntrGeom.vertices = cntr;
let contour = new THREE.Line(cntrGeom, new THREE.LineBasicMaterial({
color: Math.random() * 0xffffff
}));
scene.add(contour);
});
function getContours(points, contours, firstRun) {
console.log("firstRun:", firstRun);
let contour = [];
// find first line for the contour
let firstPointIndex = 0;
let secondPointIndex = 0;
let firsPoint, secondPoint;
for (let i = 0; i < points.length; i++) {
if (points[i].checked == true) continue;
firstPointIndex = i;
firstPoint = points[firstPointIndex];
firstPoint.checked = true;
secondPointIndex = getPairIndex(firstPoint, firstPointIndex, points);
secondPoint = points[secondPointIndex];
secondPoint.checked = true;
contour.push(firstPoint.clone());
contour.push(secondPoint.clone());
break;
}
contour = getContour(secondPoint, points, contour);
contours.push(contour);
let allChecked = 0;
points.forEach(p => { allChecked += p.checked == true ? 1 : 0; });
console.log("allChecked: ", allChecked == points.length);
if (allChecked != points.length) { return getContours(points, contours, false); }
return contours;
}
function getContour(currentPoint, points, contour){
let p1Index = getNearestPointIndex(currentPoint, points);
let p1 = points[p1Index];
p1.checked = true;
let p2Index = getPairIndex(p1, p1Index, points);
let p2 = points[p2Index];
p2.checked = true;
let isClosed = p2.equals(contour[0], tolerance);
if (!isClosed) {
contour.push(p2.clone());
return getContour(p2, points, contour);
} else {
contour.push(contour[0].clone());
return contour;
}
}
function getNearestPointIndex(point, points){
let index = 0;
for (let i = 0; i < points.length; i++){
let p = points[i];
if (p.checked == false && p.equals(point, tolerance)){
index = i;
break;
}
}
return index;
}
function getPairIndex(point, pointIndex, points) {
let index = 0;
for (let i = 0; i < points.length; i++) {
let p = points[i];
if (i != pointIndex && p.checked == false && p.faceIndex == point.faceIndex) {
index = i;
break;
}
}
return index;
}