I am currently creating a web application for visualizing CAD / CAE data.
data
- an array with all my triangles.
My first approach for drawing triangles is to create one geometry:
triangles = new THREE.Geometry();
Then add all the triangles to it:
for (var i = 0; i < data.triangles.length; i++) {
triangles.vertices.push(new THREE.Vector3(data.triangles[i][0].x, data.triangles[i][0].y, data.triangles[i][0].z));
triangles.vertices.push(new THREE.Vector3(data.triangles[i][1].x, data.triangles[i][1].y, data.triangles[i][1].z));
triangles.vertices.push(new THREE.Vector3(data.triangles[i][2].x, data.triangles[i][2].y, data.triangles[i][2].z));
triangles.faces.push(new THREE.Face3(0,1,2));
triangles.faces[i].vertexColors[0] = new THREE.Color(0xFF0000);
triangles.faces[i].vertexColors[0].setRGB(data.triangles[i][0].r, data.triangles[i][0].g, data.triangles[i][0].b);
triangles.faces[i].vertexColors[1] = new THREE.Color(0x00FF00);
triangles.faces[i].vertexColors[1].setRGB(data.triangles[i][1].r, data.triangles[i][1].g, data.triangles[i][1].b);
triangles.faces[i].vertexColors[2] = new THREE.Color(0x0000FF);
triangles.faces[i].vertexColors[2].setRGB(data.triangles[i][2].r, data.triangles[i][2].g, data.triangles[i][2].b);
lvar += 3;
}
Add material
material = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
side: THREE.DoubleSide,
transparent: true,
opacity: .99
});
and add a mesh to the scene object.
var mesh = new THREE.Mesh(triangles, material);
scene.add(mesh);
This approach works fine so far, but since I use only one material, I donβt know how to add alpha to my vertices. Colors.
My second approach is to create a single geometry for each triangle.
for (var i = 0; i < data.triangles.length; i++) {
triangles = new THREE.Geometry();
triangles.vertices.push(new THREE.Vector3(data.triangles[i][0].x, data.triangles[i][0].y, data.triangles[i][0].z));
triangles.vertices.push(new THREE.Vector3(data.triangles[i][1].x, data.triangles[i][1].y, data.triangles[i][1].z));
triangles.vertices.push(new THREE.Vector3(data.triangles[i][2].x, data.triangles[i][2].y, data.triangles[i][2].z));
triangles.faces.push(new THREE.Face3(0,1,2));
triangles.faces[i].vertexColors[0] = new THREE.Color(0xFF0000);
triangles.faces[i].vertexColors[0].setRGB(data.triangles[i][0].r, data.triangles[i][0].g, data.triangles[i][0].b);
triangles.faces[i].vertexColors[1] = new THREE.Color(0x00FF00);
triangles.faces[i].vertexColors[1].setRGB(data.triangles[i][1].r, data.triangles[i][1].g, data.triangles[i][1].b);
triangles.faces[i].vertexColors[2] = new THREE.Color(0x0000FF);
triangles.faces[i].vertexColors[2].setRGB(data.triangles[i][2].r, data.triangles[i][2].g, data.triangles[i][2].b);
lvar += 3;
material.triangles = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
side: THREE.DoubleSide,
transparent: true,
opacity: .99
});
var mesh = new THREE.Mesh(triangles, material);
scene.add(mesh);
}
With this approach, I could add my alpha / opacity to the material for each aspect.
Unfortunately, I get low fps with the second aproach.
1: 6000 = > 60 fps
2: 6000 = > 15 fps
( > 50 000) / 60 (, , ).
Edit:
Raycaster .
2:
:
, ,
MeshBasicMaterial ShaderMaterial
:
<script type="x-shader/x-vertex" id="vertexshader">
attribute vec3 customColor;
attribute float customOpacity;
varying vec3 vColor;
varying float vOpacity;
void main() {
vColor = customColor;
vOpacity = customOpacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
varying vec3 vColor;
varying float vOpacity;
void main() {
gl_FragColor = vec4( vColor, vOpacity);
}
</script>
my MeshBasicMaterial ShaderMaterial.
attributes.
attributes = {
customColor: { type: 'c', value: [] },
customOpacity: { type: 'f', value: []}
};
/ , :
geometry = new THREE.Geometry();
for (var i = 0, k, lvar = 0; i < data.triangles.length; i++) {
for (k = 0; k < 3; k++) {
geometry.vertices.push(new THREE.Vector3(data.triangles[i][k].x, data.triangles[i][k].y, data.triangles[i][k].z));
attributes.customColor.value[lvar + k] = new THREE.Color(THREE.ColorKeywords.black);
attributes.customColor.value[lvar + k].setRGB(data.triangles[i][k].r, data.triangles[i][k].g, data.triangles[i][k].b);
attributes.customOpacity.value[lvar + k] = 1.0;
}
geometry.faces.push(new THREE.Face3(lvar, lvar + 1, lvar + 2));
lvar += 3;
}
ShaderMaterial:
var shaderMaterial = new THREE.ShaderMaterial({
attributes: attributes,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
blending: THREE.NormalBlending,
depthTest: true,
transparent: true,
side: THREE.DoubleSide,
linewidth: 2
});
:
var mesh = new THREE.Mesh(sc.geometry.triangles, shaderMaterial);
scene.add(mesh);