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I am trying to section my 3D models using three.js in a way similar to how Unity can: enter image description here

I have been playing around with the camera controls and of course I can adjust the near / far fields to clip in the direction of the camera, but what if I wanted to just clip in the X or Y plane? I looked at potentially adding a large transparent block that could slide on that axis and then use binary operations to merge / subtract where it intersects the object, but the tools end up creating a new mesh along the new plane rather than actually removing everything along that axis.

Do I need to be working with multiple viewports, or is there a simpler way?

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Clipping can be easily done in the shader. Using some calculations you could even have a for example sphere like clipping area. Clipping at a plane orthogonal to the coordinate system is the easiest. In the vertex shader calculate the world position of the pixel:

worldPosition = modelMatrix * vec4( position, 1.0 );

In the fragment shader discard the drawing of the pixel if it is beyond your clipping limit:

if ( worldPosition.x > clippingLimitX ) {
    discard;
}

This will however leave the mesh open at the clipping edge. To close it use a stencil buffer. Decrement the stencil with a scene showing the backfaces. Then increment the stencil with a scene showing the clipped front faces. The materials used in these scenes should not be visible so disable their color and depth write:

new THREE.ShaderMaterial( { colorWrite: false, depthWrite: false, ... } );

Use the stencil to render a plane that is located at the clipping planes position. After disabling the stencil render the clipped front faces.

renderer.autoClear = false;
renderer.clear();

var gl = renderer.context;

renderer.state.setStencilTest( true );

renderer.state.setStencilFunc( gl.ALWAYS, 1, 0xff );
renderer.state.setStencilOp( gl.KEEP, gl.KEEP, gl.INCR );
renderer.render( backStencilScene, camera );

renderer.state.setStencilFunc( gl.ALWAYS, 1, 0xff );
renderer.state.setStencilOp( gl.KEEP, gl.KEEP, gl.DECR );
renderer.render( frontStencilScene, camera );

renderer.state.setStencilFunc( gl.EQUAL, 1, 0xff );
renderer.state.setStencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
renderer.render( capsScene, camera );

renderer.state.setStencilTest( false );

renderer.render( scene, camera );

I made a demo showing how to clip at more than one plane at once:

http://daign.github.io/clipping-with-caps/

I didn't use the build-in three.js clipping planes because for this demo to work I have to render the stencil using a shader that determines whether a clipping plane is facing away from the camera or not, and only clip at those planes facing the camera.


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