Reputation: 998
I'm using THREE.Plane to clip my STL model.
localPlane = new THREE.Plane( new THREE.Vector3( 0, -1, 0 ), 4);
.
.
.
material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
side: THREE.DoubleSide,
clippingPlanes: [
localPlane,
],
clipShadows: true
} );
It's working; but the problem is that the whole object's top is clipped by this infinity sized plane. I want it to clip just a small part of it (It seems that there is no way to scale THREE.Plane)
I also tried using ThreeCSG.js but it seems inconvenient with STL objects!
Upvotes: 1
Views: 4697
Reputation: 8866
Edit: Follow WestLangley's advice. I'll leave this her as an alternate though less efficient means of performing the clipping.
Clipping planes are infinite. There's no getting around that. So what can you do? Multiple clipping planes in multiple render passes!
To do this, you'll need to turn off auto-clearing, and do your own manual buffer clearing.
renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
Now let's say plane1
is the clipping plane you currently have.
material = new THREE.MeshPhongMaterial( {
...
clippingPlanes: [
plane1,
],
clipShadows: true
} );
var myMesh = new THREE.Mesh(geometry, material);
That clips the top half of myMesh
when you call render. So you want to work with the remainder.
First, make another plane, plane2
, be the inverse of plane1
. plane2
will then clip the BOTTOM of myMesh
. But if you render one pass using plane1
, and another using plane2
, then you're back with a full mesh. So you'll need a third clip plane, plane3
, which clips only the desired half of myMesh
. Putting plane2
and plane3
in the same render pass will result in only 1/4 of myMesh
rendering.
var pass1ClipPlanes = [
plane1
],
pass2ClipLanes = [
plane2, // this plane is the inverse of plane 1, so it clips the opposite of plane1
plane3 // this clips the left/right half of the model
];
Then when you go to render, clear the draw buffers first, then call two render passes, updating the clip planes between them.
// clear the draw buffers
renderer.clear();
// clip the top
myMesh.material.clipPlanes = pass1ClipPlanes;
renderer.render(scene, camera);
// clip the bottom and one side
myMesh.material.clipPlanes = pass2ClipPlanes;
renderer.render(scene, camera);
The first pass renders the bottom of the model, and the second pass renders half of the top.
ETA: Example
var renderer, scene, camera, controls, stats;
var cube,
pass1ClipPlanes,
pass2ClipPlanes;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
function init() {
document.body.style.backgroundColor = "slateGray";
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.localClippingEnabled = true;
renderer.autoClear = false;
document.body.appendChild(renderer.domElement);
document.body.style.overflow = "hidden";
document.body.style.margin = "0";
document.body.style.padding = "0";
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 50;
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.dynamicDampingFactor = 0.5;
controls.rotateSpeed = 3;
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
resize();
window.onresize = resize;
// POPULATE EXAMPLE
var plane1 = new THREE.Plane(new THREE.Vector3(0, -1, 0), 0),
plane2 = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0),
plane3 = new THREE.Plane(new THREE.Vector3(-1, 0, 0), 0);
pass1ClipPlanes = [plane1];
pass2ClipPlanes = [plane2, plane3];
var cubeGeo = new THREE.BoxBufferGeometry(10, 10, 10),
cubeMat = new THREE.MeshPhongMaterial({
color: "red",
side: THREE.DoubleSide
});
cube = new THREE.Mesh(cubeGeo, cubeMat);
scene.add(cube);
animate();
}
function resize() {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
if (renderer && camera && controls) {
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
controls.handleResize();
}
}
function render() {
renderer.clear();
cube.material.clippingPlanes = pass1ClipPlanes;
renderer.render(scene, camera);
cube.material.clippingPlanes = pass2ClipPlanes;
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
render();
controls.update();
stats.update();
}
function threeReady() {
init();
}
(function() {
function addScript(url, callback) {
callback = callback || function() {};
var script = document.createElement("script");
script.addEventListener("load", callback);
script.setAttribute("src", url);
document.head.appendChild(script);
}
addScript("https://threejs.org/build/three.js", function() {
addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function() {
addScript("https://threejs.org/examples/js/libs/stats.min.js", function() {
threeReady();
})
})
})
})();
Upvotes: 2
Reputation: 104783
Yes, the removal of the intersection of clipping planes is supported in three.js. You can use a pattern like this one:
// clipping planes
var localPlanes = [
new THREE.Plane( new THREE.Vector3( - 1, 0, 0 ), 1 ),
new THREE.Plane( new THREE.Vector3( 0, - 1, 0 ), 1 )
];
// material
var material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
side: THREE.DoubleSide,
clippingPlanes: localPlanes,
clipIntersection: true
} );
Also, see the three.js example.
three.js r.85
Upvotes: 5