correct orientation cube labeling #4
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9781536e37
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@ -1,41 +1,67 @@
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import { BufferGeometry } from 'three/src/core/BufferGeometry';
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import { Uint16BufferAttribute } from 'three/src/core/BufferAttribute';
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import { Vector3 } from 'three/src/math/Vector3';
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import { Float32BufferAttribute } from 'three/src/core/BufferAttribute';
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class UpdatableBoxGeometry extends BufferGeometry {
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faces;
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vertices: Array<Vector3>;
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indexArray: Array<number>;
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uvs: Array<number>;
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groupStart: number;
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constructor(vertices: Array<Vector3>) {
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// call parent constructor
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super();
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this.type = 'UpdatableBoxGeometry';
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this.indexArray = new Array();
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this.vertices = new Array();
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this.buildPlane(0, vertices[0], vertices[1], vertices[5], vertices[4]); //y1
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this.buildPlane(4, vertices[0], vertices[2], vertices[3], vertices[1]); //z1
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this.buildPlane(8, vertices[0], vertices[4], vertices[6], vertices[2]); //x1
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this.buildPlane(12, vertices[7], vertices[5], vertices[1], vertices[3]); //x2
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this.buildPlane(16, vertices[7], vertices[3], vertices[2], vertices[6]); //y2
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this.buildPlane(20, vertices[7], vertices[6], vertices[4], vertices[5]); //z2
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this.uvs = [];
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// helper variables for material index
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this.groupStart = 0;
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this.buildPlane(0, vertices[0], vertices[1], vertices[5], vertices[4], 0); //y1 south
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this.buildPlane(4, vertices[0], vertices[2], vertices[3], vertices[1], 1); //z1 bottom
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this.buildPlane(8, vertices[0], vertices[4], vertices[6], vertices[2], 2); //x1 east
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this.buildPlane(12, vertices[7], vertices[5], vertices[1], vertices[3], 3); //x2 west
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this.buildPlane(16, vertices[7], vertices[3], vertices[2], vertices[6], 4); //y2 nort
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this.buildPlane(20, vertices[7], vertices[6], vertices[4], vertices[5], 5); //z2
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this.setFromPoints(this.vertices);
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let indices = new Uint16BufferAttribute(this.indexArray, 1);//.setDynamic(true);
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this.setIndex(indices);
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this.computeVertexNormals();
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this.setAttribute('uv', new Float32BufferAttribute(this.uvs, 2));
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}
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buildPlane(i, v0, v1, v2, v3) {
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// let frontFaceGeometry = new PlaneGeometry(v0, v1, v2, v3);
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// let frontFaceMesh = new Mesh(frontFaceGeometry, material.Invisible);
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// frontFaceMesh.axis = axis;
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this.vertices.push(v0, v1, v2, v3);
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buildPlane(i, v0, v1, v2, v3, materialIndex) {
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let groupCount = 0;
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this.vertices.push(v0, v1, v2, v3);
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this.indexArray.push(i, i + 1, i + 2, i, i + 2, i + 3);
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// let indexArray = [0, 1, 2, 0, 2, 3];
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groupCount += 6;
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if (materialIndex == 2) { // east
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this.uvs.push(1, 0, 1, 1, 0, 1, 0, 0);
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} else if (materialIndex == 3) { //west
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this.uvs.push(1, 1, 0, 1, 0, 0, 1, 0);
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} else if (materialIndex == 4) { //north
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this.uvs.push(0, 1, 0, 0, 1, 0, 1, 1);
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} else if (materialIndex == 5) { //top
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this.uvs.push(1, 1, 0, 1, 0, 0, 1, 0);
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} else {
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this.uvs.push(0, 0, 1, 0, 1, 1, 0, 1);
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}
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// add a group to the geometry. this will ensure multi material support
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this.addGroup(this.groupStart, groupCount, materialIndex);
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// calculate new start value for groups
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this.groupStart += groupCount;
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}
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update() {
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@ -9,6 +9,7 @@ import { WebGLRenderer } from 'three/src/renderers/WebGLRenderer';
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import { Scene } from 'three/src/scenes/Scene';
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import { PerspectiveCamera } from 'three/src/cameras/PerspectiveCamera';
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import { BoxGeometry } from '../core/BoxGeometry';
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import { UpdatableBoxGeometry } from '../clip/UpdatableBoxGeometry';
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import { Mesh } from 'three/src/objects/Mesh';
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import * as material from '../clip/material';
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import { Texture } from 'three/src/textures/Texture';
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@ -130,6 +131,7 @@ export class NorthArrow extends Control {
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let eastTexture = this._makeTextTexture("E", 0.6, 'rgba(0,0,0,1)');
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let eastMaterial = new MeshBasicMaterial({
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transparent: true,
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// color: 0x6f6f6f,
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side: DoubleSide,
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map: eastTexture,
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// wireframe: true
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@ -159,22 +161,21 @@ export class NorthArrow extends Control {
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map: topTexture
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});
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// var mesh1 = new Mesh(
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// new PlaneGeometry(5, 5),
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// material1
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// );
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// // const yScale = this.textHeight * lines.length + border[1] * 2 + padding[1] * 2;
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// // mesh1.scale.set(yScale * canvas.width / canvas.height, yScale, 0);
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// mesh1.position.set(2.5, 2.5, 5.1);
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// this.objectGroup.add(mesh1);
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//add box:
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this.boxGeometry = new BoxGeometry(5, 5, 5);
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//add orientation box:
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let vertices = [
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new Vector3(0, 0, 0), new Vector3(5, 0, 0),
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new Vector3(0, 5, 0), new Vector3(5, 5, 0),
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new Vector3(0, 0, 5), new Vector3(5, 0, 5),
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new Vector3(0, 5, 5), new Vector3(5, 5, 5)
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];
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this.boxGeometry = new UpdatableBoxGeometry(vertices);
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this.boxMesh = new Mesh(this.boxGeometry,
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[eastMaterial, westMaterial, northMaterial, southMaterial, topMaterial, material.BoxBackFace]);
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// material.BoxBackFace.wireframe = true;
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this.boxMesh.position.set(2.5, 2.5, 2.5);
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[southMaterial, material.BoxBackFace, eastMaterial, westMaterial, northMaterial, topMaterial]);
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// this.boxGeometry = new BoxGeometry(5, 5, 5);
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// this.boxMesh = new Mesh(this.boxGeometry,
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// [eastMaterial, westMaterial, northMaterial, southMaterial, topMaterial, material.BoxBackFace]);
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// this.boxMesh.position.set(2.5, 2.5, 2.5);
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this.objectGroup.add(this.boxMesh);
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if (app_scene) {
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