如何在Three.JS中将两个BufferGeometry合并为一个BufferGeometrics

How to merge two BufferGeometries in one BufferGeometry in Three.JS?

本文关键字:两个 BufferGeometry BufferGeometrics 一个 合并 Three JS      更新时间:2024-02-05

如何在ThreeJS中将两个缓冲区几何体合并到一个THREE.BufferGeometry中?

var modelGeometry = null;
geometry = new THREE.CylinderGeometry( 10, 10, 10 );
if (modelGeometry == null)
{
    modelGeometry = new THREE.BufferGeometry().fromGeometry(geometry);
    console.log(modelGeometry);
}
bufGeometry = new THREE.SphereBufferGeometry( 20 , 20, 20 );
var mesh = new THREE.Mesh( bufGeometry, material );
modelGeometry.merge(mesh.geometry, mesh.matrix);

modelGeometry没有任何作用。如何合并这些几何图形?

在BufferGeometry上奇怪地调用merge()给了我一些错误,但有一个解决方法:

  1. 合并两个几何体对象
  2. 转换为BufferGeometry
  3. 添加到网格

以下是对我有效的方法:

    var modelGeometry = new THREE.Geometry();
    cylGeometry = new THREE.CylinderGeometry( 10, 10, 10 );
    // if (modelGeometry == null)
    // {
    //     modelGeometry = new THREE.BufferGeometry().fromGeometry(geometry);
    //     console.log(modelGeometry);
    // }
    modelGeometry.merge(cylGeometry);
    sphereGeometry = new THREE.SphereGeometry( 20 , 20, 20 );
    modelGeometry.merge(sphereGeometry);
    bufGeometry = new THREE.BufferGeometry().fromGeometry(modelGeometry);
    var mesh = new THREE.Mesh( bufGeometry, material );
    scene.add(mesh);

我会整晚跳舞。成功了!

sumPosArr = new Float32Array(poslen);
sumNormArr = new Float32Array(normlen);
sumUvArr = new Float32Array(uvlen);
var postotalarr = new Array();
sumPosCursor = 0;
sumNormCursor = 0;
sumUvCursor = 0;
for (a = 0; a < objects.length; a++ )
{
    var posAttArr = objects[a].geometry.getAttribute('position').array;
    for (b = 0; b < posAttArr.length; b++)
    {
        sumPosArr[b + sumPosCursor] = posAttArr[b];
    }
    sumPosCursor += posAttArr.length;

    var numAttArr = objects[a].geometry.getAttribute('normal').array;
    for (b = 0; b < numAttArr.length; b++)
    {
        sumNormArr[b + sumNormCursor] = numAttArr[b];
    }
    sumNormCursor += numAttArr.length;

    var uvAttArr = objects[a].geometry.getAttribute('uv').array;
    for (b = 0; b < uvAttArr.length; b++)
    {
        sumUvArr[b + sumUvCursor] = uvAttArr[b];
    }
    sumUvCursor += uvAttArr.length;
}
modelGeometry.addAttribute('position', new THREE.BufferAttribute(sumPosArr, 3 ));
modelGeometry.addAttribute('normal', new THREE.BufferAttribute(sumNormArr, 3 ));
modelGeometry.addAttribute('uv', new THREE.BufferAttribute(sumUvArr, 2 ));