我想了解Autodesk Forge viewer如何将节点元素存储在多个节点中。场景对象。有几个场景:
viewer.impl.scene // The main scene
viewer.impl.overlayScenes // Three overlay scenes: selection, pivot and roll
每当在Forge viewer中选择一个元素时,它的三个。网格对象将添加到查看器中。impl。覆盖层。选择场景儿童但是,它的边界几何体始终为零,这与基本体3不同。网格对象在执行几何体后将具有边界。computeBoundaryBox()
由于Forge元素的零边界,我不能使用THREE. Raycaster通过覆盖元素进行投影,以在鼠标选择上获得它们的dbIds。如何选择内部dbId,因为它将获得外部dbId?Forge查看器不允许在点击外部对象时选择内部对象。如何在另一个元素中选择一个元素?
主要场景也有空荡荡的孩子。所有元素都在哪里,如何在屏幕上渲染?
它将有更好的文档来理解Forge viewer数据结构,从而拥有完整的API控件。我必须用viewer3D自己学习。js和wgs。Autodesk Forge viewer的js。
以下两种方法向您展示了如何根据特定组件的碎片ID访问其边界框:
//returns bounding box as it appears in the viewer
// (transformations could be applied)
function getModifiedWorldBoundingBox(fragIds, fragList) {
var fragbBox = new THREE.Box3();
var nodebBox = new THREE.Box3();
fragIds.forEach(function(fragId) {
fragList.getWorldBounds(fragId, fragbBox);
nodebBox.union(fragbBox);
});
return nodebBox;
}
// Returns bounding box as loaded in the file
// (no explosion nor transformation)
function getOriginalWorldBoundingBox(fragIds, fragList) {
var fragBoundingBox = new THREE.Box3();
var nodeBoundingBox = new THREE.Box3();
var fragmentBoxes = fragList.boxes;
fragIds.forEach(function(fragId) {
var boffset = fragId * 6;
fragBoundingBox.min.x = fragmentBoxes[boffset];
fragBoundingBox.min.y = fragmentBoxes[boffset+1];
fragBoundingBox.min.z = fragmentBoxes[boffset+2];
fragBoundingBox.max.x = fragmentBoxes[boffset+3];
fragBoundingBox.max.y = fragmentBoxes[boffset+4];
fragBoundingBox.max.z = fragmentBoxes[boffset+5];
nodeBoundingBox.union(fragBoundingBox);
});
return nodeBoundingBox;
}
你可以从下面的博客文章中找到一个全面的样本:
在查看器中获取每个组件的边界框