Three.js 将webGl渲染更改为画布渲染
要生成边界框,我使用以下代码:Three.js 将webGl渲染更改为画布渲染,three.js,Three.js,要生成边界框,我使用以下代码: 'vtk_bounding_box': function(data) { if ((browser == 'explorer') ||(THIS_IS_TOUCH_DEVICE)) return; var geometry = new THREE.Geometry(); var material = new THREE.MeshBasic
'vtk_bounding_box': function(data) {
if ((browser == 'explorer') ||(THIS_IS_TOUCH_DEVICE)) return;
var geometry = new THREE.Geometry();
var material = new THREE.MeshBasicMaterial({color: 0xFF0000,wireframe: true});
box_info = '';
for (var i = 0; i < 8; i++){
box_info += i+': x:'+ data[i].x +'y:'+ data[i].y +'z:'+ data[i].z
geometry.vertices.push( new THREE.Vector3( data[i].x - FocalPoint[0], data[i].y - FocalPoint[1], data[i].z - FocalPoint[2]));
}
//Making Bounding Box
geometry.faces.push( new THREE.Face4(0,1,2,3));
geometry.faces.push( new THREE.Face4(2,3,4,7));
geometry.faces.push( new THREE.Face4(4,5,6,7));
geometry.faces.push( new THREE.Face4(5,6,1,0));
geometry.faces.push( new THREE.Face4(1,2,7,6));
geometry.faces.push( new THREE.Face4(0,3,4,5));
mesh = new THREE.Mesh( geometry, material);
scene.add( mesh );
},
“vtk\u边界框”:函数(数据){
if((浏览器='explorer')||(这是触摸设备))返回;
var geometry=new THREE.geometry();
var material=new THREE.MeshBasicMaterial({color:0xFF0000,线框:true});
框_信息=“”;
对于(变量i=0;i<8;i++){
框_info+=i+':x:'+data[i].x+'y:'+data[i].y+'z:'+data[i].z
geometry.vertices.push(新的三个.Vector3(数据[i].x-FocalPoint[0],数据[i].y-FocalPoint[1],数据[i].z-FocalPoint[2]);
}
//制作包围盒
几何面推(新的三面4(0,1,2,3));
几何面推(新的三面4(2,3,4,7));
几何面推(新的三面4(4,5,6,7));
几何面推(新的三面4(5,6,1,0));
几何面推(新的三面4(1,2,7,6));
几何面推(新的三面4(0,3,4,5));
网格=新的三个网格(几何体、材质);
场景。添加(网格);
},
当我将渲染类型从webGl更改为canvas?并且当我旋转它时,模型的一部分有时会消失。我想说的是,它可以显示完整的模型?但是在can drow中旋转一段时间后,只有几行才能在画布渲染器中工作您需要使材质双面。在r.50中,您这样做:
var material = new THREE.MeshBasicMaterial( { color: 0xFF0000, wireframe: true, side: THREE.DoubleSide } );