Is it feasible to generate 3D perpendicular walls using Three.js like the ones shown in this image?
I attempted to use THREE.Shape to sketch a rectangle, but I'm unsure how to incorporate additional perpendicular or parallel rectangles.
Is it feasible to generate 3D perpendicular walls using Three.js like the ones shown in this image?
I attempted to use THREE.Shape to sketch a rectangle, but I'm unsure how to incorporate additional perpendicular or parallel rectangles.
Utilize the top corners of each wall to form a loop of 3D vertices in either clockwise or anti-clockwise direction. You can assign different z values to each roof vertex for non-flat roofs, or keep them all at the same height.
Each wall is represented by a consecutive pair of vertices in the sequence.
Create a simple plane geometry and mesh for each wall. It's easier to manually construct two faces for the plane rather than dealing with various other types of geometry.
//Example of a basic A-frame roof
var roofVertices = [
new THREE.Vector3(0, 10, 0), new THREE.Vector3(10, 15, 0), new THREE.Vector3(20, 10, 0),
new THREE.Vector3(20, 10, 20), new THREE.Vector3(10, 15, 20), new THREE.Vector3(0, 10, 20)
];
var material = new THREE.MeshBasicMaterial({
color: 0xccffcc,
side: THREE.DoubleSide
});
for (var i = 0; i < roofVertices.length; i++) {
var v1 = roofVertices[i];
var v2 = roofVertices[(i+1)%roofVertices.length];//wrap last vertex back to start
var wallGeometry = new THREE.Geometry();
wallGeometry.vertices = [
v1,
v2,
new THREE.Vector3(v1.x, 0, v1.z),
new THREE.Vector3(v2.x, 0, v2.z)
];
//always the same for a simple 2-triangle plane
wallGeometry.faces = [new THREE.Face3(0, 1, 2), new THREE.Face3(1, 2, 3)];
wallGeometry.computeFaceNormals();
wallGeometry.computeVertexNormals();
var wallMesh = new THREE.Mesh(wallGeometry, material);
scene.add(wallMesh);
}
To create a custom layout with multiple Mesh objects, you can follow this example:
let sideGeometry = new THREE.BoxGeometry(0.2, 2, 5);
let leftWall = new THREE.Mesh(sideGeometry, material);
scene.add(leftWall);
leftWall.position.x = -1;
let rightWall = new THREE.Mesh(sideGeometry, material);
scene.add(rightWall);
rightWall.position.x = 1;
These two walls will be positioned opposite each other.
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