用颜色填充线之间的区域 - Three.js

7
我有一系列线条,需要将线条下方或之间的区域涂上颜色。
为了简单起见,我创建了一个带有闭合线条的代码片段。实际情况是,我有一个绘制多条线条(类似于股市图表)的程序,我需要将图表下方的所有区域都涂上颜色。请参见截图。
如果您能提供任何帮助或新方法,我将不胜感激。

enter image description here

<html>

<head>
    <title>My first three.js app</title>
    <style>
        body {
            margin: 0;
        }

        canvas {
            width: 100%;
            height: 100%
        }
    </style>
</head>

<body>
    <script src="https://threejs.org/build/three.min.js"></script>
    <script>
        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 500);

        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
        function createLine(startX,startY,endX,endY) {
            const geometry = new THREE.Geometry();
            geometry.vertices.push(new THREE.Vector3(startX, startY, 0));
            geometry.vertices.push(new THREE.Vector3(endX, endY, 0));
            const material = new THREE.LineBasicMaterial({
                color: 0xffffff
            });
            return new THREE.Line(geometry, material);
        }
        scene.add(createLine(0,0,1,0));
        scene.add(createLine(1,0,1,1));
        scene.add(createLine(1,1,0,1));
        scene.add(createLine(0,1,0,0));

        camera.position.z = 5;

        var animate = function () {
            requestAnimationFrame(animate);
            renderer.render(scene, camera);
        };

        animate();
    </script>
</body>

</html>


我对three.js不是很熟悉,但为了像你想要的那样给图形上色,我猜你需要绘制一个大形状,而不是许多单独的线条。或者我完全错了吗? - agrm
不知道,这就是问题所在。如果您尝试并提出解决方案,我会很高兴 :) 当然,我可以通过添加其他线条来“关闭”图形。这就是为什么我附上了一个简单的片段,其中包含4条闭合线路,以保持简单。 - LiranC
作为一个选择,你可以使用THREE.PlaneGeometry()并改变它的上顶点。 - prisoner849
3个回答

10
你可以使用 THREE.ShapeTHREE.ShapeGeometry 来绘制一个填充的多边形,并通过 THREE.Mesh 进行渲染。
function createPolygon( poly ) {
    var shape = new THREE.Shape();
    shape.moveTo( poly[0][0], poly[0][1] );
    for (var i = 1; i < poly.length; ++ i)
        shape.lineTo( poly[i][0], poly[i][1] );
    shape.lineTo( poly[0][0], poly[0][1] );

    var geometry = new THREE.ShapeGeometry( shape );
    var material = new THREE.MeshBasicMaterial( {
        color: 0x800000
    } );
    return new THREE.Mesh(geometry, material);
}

var poly = [[0,1],[0.25,0],[0.5,0.5],[0.75,0],[1,1]];
scene.add(createPolygon(poly))

var renderer, scene, camera, controls;

init();
animate();

function createLine(startX,startY,endX,endY) {
    const geometry = new THREE.Geometry();
    geometry.vertices.push(new THREE.Vector3(startX, startY, 0));
    geometry.vertices.push(new THREE.Vector3(endX, endY, 0));
    const material = new THREE.LineBasicMaterial({
        color: 0xffffff
    });
    return new THREE.Line(geometry, material);
}

function createPolygon( poly ) {
  var shape = new THREE.Shape();
  shape.moveTo( poly[0][0], poly[0][1] );
  for (var i = 1; i < poly.length; ++ i)
    shape.lineTo( poly[i][0], poly[i][1] );
  shape.lineTo( poly[0][0], poly[0][1] );
    
  var geometry = new THREE.ShapeGeometry( shape );
    var material = new THREE.MeshBasicMaterial( {
        color: 0x800000
    } );
    return new THREE.Mesh(geometry, material);
}

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

    scene = new THREE.Scene();
    
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
    //camera.position.set( 20, 20, 20 );
    camera.position.z = 5;
    window.onresize = resize;

    var light = new THREE.HemisphereLight( 0xeeeeee, 0x888888, 1 );
      light.position.set( 0, 20, 0 );
      scene.add( light );
    
    var poly = [[0,1],[0.25,0],[0.5,0.5],[0.75,0],[1,1]];
    
    scene.add(createPolygon(poly))
    
    for (var i = 0; i < poly.length-1; ++i)
    {
        var i2 = i<poly.length-1 ? i+1 : 0 
        scene.add(createLine(poly[i][0],poly[i][1],poly[i2][0],poly[i2][1]));
    }
}

function resize() {
    
    var aspect = window.innerWidth / window.innerHeight;
    renderer.setSize(window.innerWidth, window.innerHeight);
    camera.aspect = aspect;
    camera.updateProjectionMatrix();
}

function animate() {
    requestAnimationFrame( animate );
    renderer.render( scene, camera );
}
body {
    margin: 0;
}

canvas {
    width: 100%;
    height: 100%
}
<script src="https://cdn.jsdelivr.net/npm/three@0.124/build/three.js"></script>


6

enter image description here

为了填充颜色,需要使用具有面 (THREE.Face3()) 的几何体。要获得它,您需要三角化形状或使用一个适合您需求的现有几何体,并更改其顶点。

下面是一个非常粗略的概念,使用现有几何体 (THREE.PlaneGeometry()),着色图形下面的区域。但请记住,当您需要在一个图表中显示正值或负值时,这种方法是可以使用的,否则结果看起来会很奇怪(或者更好地说,很丑陋)。

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 2, 10);
var renderer = new THREE.WebGLRenderer({
  antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

var points = [],
  pointCount = 21;
var plane, line;

scene.add(new THREE.GridHelper( pointCount - 1, pointCount -1 ));

for (let i = 0; i < pointCount; i++) {
  points.push({
    initValue: THREE.Math.randFloat(-1, 1),
    amplitude: THREE.Math.randFloat(1, 2),
    speed: THREE.Math.randFloat(.5, 2)
  });
}

createGraph( pointCount );

function createGraph( pointCount ) {
  var planeGeom = new THREE.PlaneGeometry(pointCount - 1, 1, pointCount - 1, 1);
  planeGeom.translate(0, .5, 0);

  plane = new THREE.Mesh(planeGeom, new THREE.MeshBasicMaterial({
    color: "red",
    wireframe: false,
    side: THREE.DoubleSide,
    transparent: true,
    opacity: .75
  }));
  scene.add(plane);

  var lineGeom = new THREE.Geometry();
  for (let i = 0; i < plane.geometry.parameters.widthSegments + 1; i++) {
    lineGeom.vertices.push(planeGeom.vertices[i]); // share the upper points of the plane
  }
  line = new THREE.Line(lineGeom, new THREE.LineBasicMaterial({
    color: "aqua"
  }));
  plane.add(line);
}


var time = 0;

render();

function render() {
  time = Date.now() * .001;
  requestAnimationFrame(render);
  points.forEach( ( p, idx ) => {
    plane.geometry.vertices[idx].y = 2.5 + Math.sin( (time + p.initValue) * p.speed) * p.amplitude;  // the trick is that indices of upper vertices are from 0 to N consequently in row (r87),
    // thus we can assign the data from the `points` array to their Y-coordinates to form the graph
  });
  plane.geometry.verticesNeedUpdate = true; // the most important thing when you change coordiantes of vertices
  line.geometry.verticesNeedUpdate = true; // the most important thing when you change coordiantes of vertices
  renderer.render(scene, camera);
}
body {
  overflow: hidden;
  margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>


2

网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接