从 gltf 文件中提取顶点和面索引,这样我就能把它们作为碰撞网格输入物理引擎。大多数 gltf 文件都能正常工作,但有些文件就不行了。调试时我重建了一个新的网格,这样问题就显现出来了。
以下是要重现的代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Debug Mesh Reconstruction</title>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@v0.183.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@v0.183.0/examples/jsm/"
}
}
</script>
</head>
<body style="margin:0; overflow:hidden;">
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 1000);
camera.position.set(2, 2, 2);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
const loader = new GLTFLoader();
loader.load('Menger Sponge.glb', gltf => {
const original = gltf.scene;
scene.add(original);
const originalData = [];
original.updateWorldMatrix(true, true);
original.traverse(child => {
if (!child.isMesh) return;
child.material = new THREE.MeshNormalMaterial()
const geom = child.geometry;
const posAttr = geom.attributes.position;
const indexAttr = geom.index;
const worldMatrix = child.matrixWorld;
const v = new THREE.Vector3();
const vertices = new Float32Array(posAttr.count * 3);
for (let i = 0; i < posAttr.count; i++) {
v.fromBufferAttribute(posAttr, i).applyMatrix4(worldMatrix);
vertices[i * 3 + 0] = v.x;
vertices[i * 3 + 1] = v.y;
vertices[i * 3 + 2] = v.z;
}
const faces = new Uint16Array(indexAttr.array);
originalData.push({ vertices, faces });
});
const reconstructed = new THREE.Group();
for (const data of originalData) {
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(data.vertices, 3));
geometry.setIndex(new THREE.BufferAttribute(data.faces, 1));
geometry.computeVertexNormals();
const mesh = new THREE.Mesh(geometry, new THREE.MeshNormalMaterial());
reconstructed.add(mesh);
}
scene.add(reconstructed);
reconstructed.position.x = 3
});
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
具体情况如下:

左边是原件,右边是重建版。