圆柱体部分可见 WebGL
Cylinder partially visible WebGL
我正在 WebGL 1.0(基于 OpenGL ES 2.0)中设计一个圆柱体。
它开始时是一个有 m 个堆叠的 n 边多边形(n 片)。其法线指定如下:
即使 polygon/cylinder 被正确绘制,它的脸并不是从每个角度都可见。它们只能从内部看到,如下图所示:
我的目标是拥有一个完全可见的圆柱体,如下图所示(不需要 top/bottom 个面):
有人知道如何解决这个问题吗?代码如下:
//End if stacks = 0
if (this.stacks <= 0) return;
this.vertices = [];
this.indices = [];
this.normals = [];
//--- Vertices & Normals ---
var angle;
var alpha = 360 / this.slices;
var zCoord = 0;
// (N) stacks -> (N + 1) faces -> (faces * this.slices) vertex
for ( var stackIndex = 0; stackIndex < this.stacks + 1; stackIndex++) {
//Reset angle for each face of the stack
angle = 0;
for ( var sliceIndex = 0; sliceIndex < this.slices; sliceIndex++) {
this.vertices.push(Math.cos(angle * degToRad)); //X
this.vertices.push(Math.sin(angle * degToRad)); //Y
this.vertices.push(zCoord); //Z
this.normals.push(Math.cos(angle * degToRad)); //X
this.normals.push(Math.sin(angle * degToRad)); //Y
this.normals.push(zCoord); //Z
//Updating angle
angle = angle + alpha;
}
//Updating z coordinate
zCoord = zCoord + (1 / this.stacks);
}
//--- Indices ---
var stackInc; stackIndex = 0; sliceIndex = 0;
for (stackIndex = 0; stackIndex < this.stacks; stackIndex++) {
stackInc = stackIndex * this.slices;
for (sliceIndex = 0; sliceIndex < this.slices; sliceIndex++) {
if (sliceIndex != this.slices - 1) {
//T1
this.indices.push(sliceIndex + stackInc);
this.indices.push(sliceIndex + stackInc + this.slices);
this.indices.push(sliceIndex + stackInc + this.slices + 1);
//T2
this.indices.push(sliceIndex + stackInc + this.slices + 1); //this.slices
this.indices.push(sliceIndex + stackInc + 1); //0
this.indices.push(sliceIndex + stackInc); //int4
}
//Handling last face which uses repeated vertices
else {
this.indices.push(sliceIndex + stackInc);
this.indices.push(sliceIndex + stackInc + this.slices);
this.indices.push(stackInc + this.slices);
this.indices.push(stackInc + this.slices);
this.indices.push(stackInc);
this.indices.push(sliceIndex + stackInc); //int4
}
}
}
无论面法线如何,WebGL 都会根据您定义三角形的顺序来定义正面和背面。
有这个三角形:
A-------B
\ /
\ /
\ /
C
如果按照A、B、C(顺时针)的顺序将顶点添加到索引中,但没有看到它们,则需要调换A、C、B(逆时针)的顺序.
我正在 WebGL 1.0(基于 OpenGL ES 2.0)中设计一个圆柱体。
它开始时是一个有 m 个堆叠的 n 边多边形(n 片)。其法线指定如下:
即使 polygon/cylinder 被正确绘制,它的脸并不是从每个角度都可见。它们只能从内部看到,如下图所示:
我的目标是拥有一个完全可见的圆柱体,如下图所示(不需要 top/bottom 个面):
有人知道如何解决这个问题吗?代码如下:
//End if stacks = 0
if (this.stacks <= 0) return;
this.vertices = [];
this.indices = [];
this.normals = [];
//--- Vertices & Normals ---
var angle;
var alpha = 360 / this.slices;
var zCoord = 0;
// (N) stacks -> (N + 1) faces -> (faces * this.slices) vertex
for ( var stackIndex = 0; stackIndex < this.stacks + 1; stackIndex++) {
//Reset angle for each face of the stack
angle = 0;
for ( var sliceIndex = 0; sliceIndex < this.slices; sliceIndex++) {
this.vertices.push(Math.cos(angle * degToRad)); //X
this.vertices.push(Math.sin(angle * degToRad)); //Y
this.vertices.push(zCoord); //Z
this.normals.push(Math.cos(angle * degToRad)); //X
this.normals.push(Math.sin(angle * degToRad)); //Y
this.normals.push(zCoord); //Z
//Updating angle
angle = angle + alpha;
}
//Updating z coordinate
zCoord = zCoord + (1 / this.stacks);
}
//--- Indices ---
var stackInc; stackIndex = 0; sliceIndex = 0;
for (stackIndex = 0; stackIndex < this.stacks; stackIndex++) {
stackInc = stackIndex * this.slices;
for (sliceIndex = 0; sliceIndex < this.slices; sliceIndex++) {
if (sliceIndex != this.slices - 1) {
//T1
this.indices.push(sliceIndex + stackInc);
this.indices.push(sliceIndex + stackInc + this.slices);
this.indices.push(sliceIndex + stackInc + this.slices + 1);
//T2
this.indices.push(sliceIndex + stackInc + this.slices + 1); //this.slices
this.indices.push(sliceIndex + stackInc + 1); //0
this.indices.push(sliceIndex + stackInc); //int4
}
//Handling last face which uses repeated vertices
else {
this.indices.push(sliceIndex + stackInc);
this.indices.push(sliceIndex + stackInc + this.slices);
this.indices.push(stackInc + this.slices);
this.indices.push(stackInc + this.slices);
this.indices.push(stackInc);
this.indices.push(sliceIndex + stackInc); //int4
}
}
}
无论面法线如何,WebGL 都会根据您定义三角形的顺序来定义正面和背面。
有这个三角形:
A-------B
\ /
\ /
\ /
C
如果按照A、B、C(顺时针)的顺序将顶点添加到索引中,但没有看到它们,则需要调换A、C、B(逆时针)的顺序.