Create 3D model of pile with points with Three.js












-2














Im developing an web-app that is supposed to create a 3d model of a gravel pile
from points measured with a laser instrument with three.js. The only problem is the
creating a hull that supposed to be the surface of the pile that includes all points. I already made a pointswarm model with the points and tried to make a hull around it with ConvexBufferGeometry but not all points get included in the hull when using ConvexBufferGeometry. Can someone please point me in the right direction?










share|improve this question






















  • Can you please demonstrate the issue with a live example. ConvexBufferGeometry uses a Quick Hull implementation in order to compute the convex hull for a given set of points. If this is not the case for your data, you have to provide more information so it's possible to investigate the issue.
    – Mugen87
    Nov 15 '18 at 15:31










  • I can post a sample tomorrow when i am back at work but the problem is just that convexGeometry uses quickhull and quickhull creates the smallest geometry that swallows all points but all points are part of the hull.
    – Pei-turn
    Nov 15 '18 at 17:29










  • Have a look at this forum thread. If it's what you're looking for, I can post it here as an answer.
    – prisoner849
    Nov 15 '18 at 20:27










  • @prisoner849 Thanks =D that was exactly what i was looking for. Post it as a answer and i will accept it.
    – Pei-turn
    Nov 16 '18 at 6:37










  • @Pei-turn You're welcome :)
    – prisoner849
    Nov 16 '18 at 7:19
















-2














Im developing an web-app that is supposed to create a 3d model of a gravel pile
from points measured with a laser instrument with three.js. The only problem is the
creating a hull that supposed to be the surface of the pile that includes all points. I already made a pointswarm model with the points and tried to make a hull around it with ConvexBufferGeometry but not all points get included in the hull when using ConvexBufferGeometry. Can someone please point me in the right direction?










share|improve this question






















  • Can you please demonstrate the issue with a live example. ConvexBufferGeometry uses a Quick Hull implementation in order to compute the convex hull for a given set of points. If this is not the case for your data, you have to provide more information so it's possible to investigate the issue.
    – Mugen87
    Nov 15 '18 at 15:31










  • I can post a sample tomorrow when i am back at work but the problem is just that convexGeometry uses quickhull and quickhull creates the smallest geometry that swallows all points but all points are part of the hull.
    – Pei-turn
    Nov 15 '18 at 17:29










  • Have a look at this forum thread. If it's what you're looking for, I can post it here as an answer.
    – prisoner849
    Nov 15 '18 at 20:27










  • @prisoner849 Thanks =D that was exactly what i was looking for. Post it as a answer and i will accept it.
    – Pei-turn
    Nov 16 '18 at 6:37










  • @Pei-turn You're welcome :)
    – prisoner849
    Nov 16 '18 at 7:19














-2












-2








-2







Im developing an web-app that is supposed to create a 3d model of a gravel pile
from points measured with a laser instrument with three.js. The only problem is the
creating a hull that supposed to be the surface of the pile that includes all points. I already made a pointswarm model with the points and tried to make a hull around it with ConvexBufferGeometry but not all points get included in the hull when using ConvexBufferGeometry. Can someone please point me in the right direction?










share|improve this question













Im developing an web-app that is supposed to create a 3d model of a gravel pile
from points measured with a laser instrument with three.js. The only problem is the
creating a hull that supposed to be the surface of the pile that includes all points. I already made a pointswarm model with the points and tried to make a hull around it with ConvexBufferGeometry but not all points get included in the hull when using ConvexBufferGeometry. Can someone please point me in the right direction?







javascript three.js






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 15 '18 at 13:23









Pei-turnPei-turn

177




177












  • Can you please demonstrate the issue with a live example. ConvexBufferGeometry uses a Quick Hull implementation in order to compute the convex hull for a given set of points. If this is not the case for your data, you have to provide more information so it's possible to investigate the issue.
    – Mugen87
    Nov 15 '18 at 15:31










  • I can post a sample tomorrow when i am back at work but the problem is just that convexGeometry uses quickhull and quickhull creates the smallest geometry that swallows all points but all points are part of the hull.
    – Pei-turn
    Nov 15 '18 at 17:29










  • Have a look at this forum thread. If it's what you're looking for, I can post it here as an answer.
    – prisoner849
    Nov 15 '18 at 20:27










  • @prisoner849 Thanks =D that was exactly what i was looking for. Post it as a answer and i will accept it.
    – Pei-turn
    Nov 16 '18 at 6:37










  • @Pei-turn You're welcome :)
    – prisoner849
    Nov 16 '18 at 7:19


















  • Can you please demonstrate the issue with a live example. ConvexBufferGeometry uses a Quick Hull implementation in order to compute the convex hull for a given set of points. If this is not the case for your data, you have to provide more information so it's possible to investigate the issue.
    – Mugen87
    Nov 15 '18 at 15:31










  • I can post a sample tomorrow when i am back at work but the problem is just that convexGeometry uses quickhull and quickhull creates the smallest geometry that swallows all points but all points are part of the hull.
    – Pei-turn
    Nov 15 '18 at 17:29










  • Have a look at this forum thread. If it's what you're looking for, I can post it here as an answer.
    – prisoner849
    Nov 15 '18 at 20:27










  • @prisoner849 Thanks =D that was exactly what i was looking for. Post it as a answer and i will accept it.
    – Pei-turn
    Nov 16 '18 at 6:37










  • @Pei-turn You're welcome :)
    – prisoner849
    Nov 16 '18 at 7:19
















Can you please demonstrate the issue with a live example. ConvexBufferGeometry uses a Quick Hull implementation in order to compute the convex hull for a given set of points. If this is not the case for your data, you have to provide more information so it's possible to investigate the issue.
– Mugen87
Nov 15 '18 at 15:31




Can you please demonstrate the issue with a live example. ConvexBufferGeometry uses a Quick Hull implementation in order to compute the convex hull for a given set of points. If this is not the case for your data, you have to provide more information so it's possible to investigate the issue.
– Mugen87
Nov 15 '18 at 15:31












I can post a sample tomorrow when i am back at work but the problem is just that convexGeometry uses quickhull and quickhull creates the smallest geometry that swallows all points but all points are part of the hull.
– Pei-turn
Nov 15 '18 at 17:29




I can post a sample tomorrow when i am back at work but the problem is just that convexGeometry uses quickhull and quickhull creates the smallest geometry that swallows all points but all points are part of the hull.
– Pei-turn
Nov 15 '18 at 17:29












Have a look at this forum thread. If it's what you're looking for, I can post it here as an answer.
– prisoner849
Nov 15 '18 at 20:27




Have a look at this forum thread. If it's what you're looking for, I can post it here as an answer.
– prisoner849
Nov 15 '18 at 20:27












@prisoner849 Thanks =D that was exactly what i was looking for. Post it as a answer and i will accept it.
– Pei-turn
Nov 16 '18 at 6:37




@prisoner849 Thanks =D that was exactly what i was looking for. Post it as a answer and i will accept it.
– Pei-turn
Nov 16 '18 at 6:37












@Pei-turn You're welcome :)
– prisoner849
Nov 16 '18 at 7:19




@Pei-turn You're welcome :)
– prisoner849
Nov 16 '18 at 7:19












1 Answer
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1














You can try to combine Three.js with Delaunator library for triangulation of your points to make a surface:






var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.setScalar(150);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var canvas = renderer.domElement;
document.body.appendChild(canvas);

var controls = new THREE.OrbitControls(camera, canvas);

var light = new THREE.DirectionalLight(0xffffff, 1.5);
light.position.setScalar(100);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));

var size = { x: 200, y: 200 };
var pointsCount = 1000;
var points3d = ;
for (let i = 0; i < pointsCount; i++) {
let x = THREE.Math.randFloatSpread(size.x);
let z = THREE.Math.randFloatSpread(size.y);
let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
points3d.push(new THREE.Vector3(x, y, z));
}

var geom = new THREE.BufferGeometry().setFromPoints(points3d);
var cloud = new THREE.Points(
geom,
new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
);
scene.add(cloud);

// triangulate by [x, z]
var indexDelaunay = Delaunator.from(
points3d.map(v => {
return [v.x, v.z];
})
);

var meshIndex = ; // delaunay index => three.js index
for (let i = 0; i < indexDelaunay.triangles.length; i++){
meshIndex.push(indexDelaunay.triangles[i]);
}

geom.setIndex(meshIndex); // add three.js index to the existing geometry
geom.computeVertexNormals();
var mesh = new THREE.Mesh(
geom, // re-use the existing geometry
new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
);
scene.add(mesh);

var gui = new dat.GUI();
gui.add(mesh.material, "wireframe");

render();

function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}

function render() {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}

html, body {
height: 100%;
margin: 0;
overflow: hidden;
font-family: Verdana;
}
canvas {
width: 100%;
height: 100%;
display; block;
}

#info{
position: absolute;
margin-left: 10px;
}

a{
color: yellow;
text-decoration: none;
}

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

<!-- https://github.com/mapbox/delaunator -->
<script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

<script src="https://josephg.github.io/noisejs/perlin.js"></script>

<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

<div id="info">
<a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
</div>








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    1 Answer
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    1 Answer
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    active

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    oldest

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    active

    oldest

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    1














    You can try to combine Three.js with Delaunator library for triangulation of your points to make a surface:






    var scene = new THREE.Scene();
    var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
    camera.position.setScalar(150);
    var renderer = new THREE.WebGLRenderer({
    antialias: true
    });
    var canvas = renderer.domElement;
    document.body.appendChild(canvas);

    var controls = new THREE.OrbitControls(camera, canvas);

    var light = new THREE.DirectionalLight(0xffffff, 1.5);
    light.position.setScalar(100);
    scene.add(light);
    scene.add(new THREE.AmbientLight(0xffffff, 0.5));

    var size = { x: 200, y: 200 };
    var pointsCount = 1000;
    var points3d = ;
    for (let i = 0; i < pointsCount; i++) {
    let x = THREE.Math.randFloatSpread(size.x);
    let z = THREE.Math.randFloatSpread(size.y);
    let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
    points3d.push(new THREE.Vector3(x, y, z));
    }

    var geom = new THREE.BufferGeometry().setFromPoints(points3d);
    var cloud = new THREE.Points(
    geom,
    new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
    );
    scene.add(cloud);

    // triangulate by [x, z]
    var indexDelaunay = Delaunator.from(
    points3d.map(v => {
    return [v.x, v.z];
    })
    );

    var meshIndex = ; // delaunay index => three.js index
    for (let i = 0; i < indexDelaunay.triangles.length; i++){
    meshIndex.push(indexDelaunay.triangles[i]);
    }

    geom.setIndex(meshIndex); // add three.js index to the existing geometry
    geom.computeVertexNormals();
    var mesh = new THREE.Mesh(
    geom, // re-use the existing geometry
    new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
    );
    scene.add(mesh);

    var gui = new dat.GUI();
    gui.add(mesh.material, "wireframe");

    render();

    function resize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
    renderer.setSize(width, height, false);
    }
    return needResize;
    }

    function render() {
    if (resize(renderer)) {
    camera.aspect = canvas.clientWidth / canvas.clientHeight;
    camera.updateProjectionMatrix();
    }
    renderer.render(scene, camera);
    requestAnimationFrame(render);
    }

    html, body {
    height: 100%;
    margin: 0;
    overflow: hidden;
    font-family: Verdana;
    }
    canvas {
    width: 100%;
    height: 100%;
    display; block;
    }

    #info{
    position: absolute;
    margin-left: 10px;
    }

    a{
    color: yellow;
    text-decoration: none;
    }

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

    <!-- https://github.com/mapbox/delaunator -->
    <script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

    <script src="https://josephg.github.io/noisejs/perlin.js"></script>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

    <div id="info">
    <a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
    </div>








    share|improve this answer


























      1














      You can try to combine Three.js with Delaunator library for triangulation of your points to make a surface:






      var scene = new THREE.Scene();
      var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
      camera.position.setScalar(150);
      var renderer = new THREE.WebGLRenderer({
      antialias: true
      });
      var canvas = renderer.domElement;
      document.body.appendChild(canvas);

      var controls = new THREE.OrbitControls(camera, canvas);

      var light = new THREE.DirectionalLight(0xffffff, 1.5);
      light.position.setScalar(100);
      scene.add(light);
      scene.add(new THREE.AmbientLight(0xffffff, 0.5));

      var size = { x: 200, y: 200 };
      var pointsCount = 1000;
      var points3d = ;
      for (let i = 0; i < pointsCount; i++) {
      let x = THREE.Math.randFloatSpread(size.x);
      let z = THREE.Math.randFloatSpread(size.y);
      let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
      points3d.push(new THREE.Vector3(x, y, z));
      }

      var geom = new THREE.BufferGeometry().setFromPoints(points3d);
      var cloud = new THREE.Points(
      geom,
      new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
      );
      scene.add(cloud);

      // triangulate by [x, z]
      var indexDelaunay = Delaunator.from(
      points3d.map(v => {
      return [v.x, v.z];
      })
      );

      var meshIndex = ; // delaunay index => three.js index
      for (let i = 0; i < indexDelaunay.triangles.length; i++){
      meshIndex.push(indexDelaunay.triangles[i]);
      }

      geom.setIndex(meshIndex); // add three.js index to the existing geometry
      geom.computeVertexNormals();
      var mesh = new THREE.Mesh(
      geom, // re-use the existing geometry
      new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
      );
      scene.add(mesh);

      var gui = new dat.GUI();
      gui.add(mesh.material, "wireframe");

      render();

      function resize(renderer) {
      const canvas = renderer.domElement;
      const width = canvas.clientWidth;
      const height = canvas.clientHeight;
      const needResize = canvas.width !== width || canvas.height !== height;
      if (needResize) {
      renderer.setSize(width, height, false);
      }
      return needResize;
      }

      function render() {
      if (resize(renderer)) {
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
      }
      renderer.render(scene, camera);
      requestAnimationFrame(render);
      }

      html, body {
      height: 100%;
      margin: 0;
      overflow: hidden;
      font-family: Verdana;
      }
      canvas {
      width: 100%;
      height: 100%;
      display; block;
      }

      #info{
      position: absolute;
      margin-left: 10px;
      }

      a{
      color: yellow;
      text-decoration: none;
      }

      <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
      <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

      <!-- https://github.com/mapbox/delaunator -->
      <script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

      <script src="https://josephg.github.io/noisejs/perlin.js"></script>

      <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

      <div id="info">
      <a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
      </div>








      share|improve this answer
























        1












        1








        1






        You can try to combine Three.js with Delaunator library for triangulation of your points to make a surface:






        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
        camera.position.setScalar(150);
        var renderer = new THREE.WebGLRenderer({
        antialias: true
        });
        var canvas = renderer.domElement;
        document.body.appendChild(canvas);

        var controls = new THREE.OrbitControls(camera, canvas);

        var light = new THREE.DirectionalLight(0xffffff, 1.5);
        light.position.setScalar(100);
        scene.add(light);
        scene.add(new THREE.AmbientLight(0xffffff, 0.5));

        var size = { x: 200, y: 200 };
        var pointsCount = 1000;
        var points3d = ;
        for (let i = 0; i < pointsCount; i++) {
        let x = THREE.Math.randFloatSpread(size.x);
        let z = THREE.Math.randFloatSpread(size.y);
        let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
        points3d.push(new THREE.Vector3(x, y, z));
        }

        var geom = new THREE.BufferGeometry().setFromPoints(points3d);
        var cloud = new THREE.Points(
        geom,
        new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
        );
        scene.add(cloud);

        // triangulate by [x, z]
        var indexDelaunay = Delaunator.from(
        points3d.map(v => {
        return [v.x, v.z];
        })
        );

        var meshIndex = ; // delaunay index => three.js index
        for (let i = 0; i < indexDelaunay.triangles.length; i++){
        meshIndex.push(indexDelaunay.triangles[i]);
        }

        geom.setIndex(meshIndex); // add three.js index to the existing geometry
        geom.computeVertexNormals();
        var mesh = new THREE.Mesh(
        geom, // re-use the existing geometry
        new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
        );
        scene.add(mesh);

        var gui = new dat.GUI();
        gui.add(mesh.material, "wireframe");

        render();

        function resize(renderer) {
        const canvas = renderer.domElement;
        const width = canvas.clientWidth;
        const height = canvas.clientHeight;
        const needResize = canvas.width !== width || canvas.height !== height;
        if (needResize) {
        renderer.setSize(width, height, false);
        }
        return needResize;
        }

        function render() {
        if (resize(renderer)) {
        camera.aspect = canvas.clientWidth / canvas.clientHeight;
        camera.updateProjectionMatrix();
        }
        renderer.render(scene, camera);
        requestAnimationFrame(render);
        }

        html, body {
        height: 100%;
        margin: 0;
        overflow: hidden;
        font-family: Verdana;
        }
        canvas {
        width: 100%;
        height: 100%;
        display; block;
        }

        #info{
        position: absolute;
        margin-left: 10px;
        }

        a{
        color: yellow;
        text-decoration: none;
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
        <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

        <!-- https://github.com/mapbox/delaunator -->
        <script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

        <script src="https://josephg.github.io/noisejs/perlin.js"></script>

        <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

        <div id="info">
        <a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
        </div>








        share|improve this answer












        You can try to combine Three.js with Delaunator library for triangulation of your points to make a surface:






        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
        camera.position.setScalar(150);
        var renderer = new THREE.WebGLRenderer({
        antialias: true
        });
        var canvas = renderer.domElement;
        document.body.appendChild(canvas);

        var controls = new THREE.OrbitControls(camera, canvas);

        var light = new THREE.DirectionalLight(0xffffff, 1.5);
        light.position.setScalar(100);
        scene.add(light);
        scene.add(new THREE.AmbientLight(0xffffff, 0.5));

        var size = { x: 200, y: 200 };
        var pointsCount = 1000;
        var points3d = ;
        for (let i = 0; i < pointsCount; i++) {
        let x = THREE.Math.randFloatSpread(size.x);
        let z = THREE.Math.randFloatSpread(size.y);
        let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
        points3d.push(new THREE.Vector3(x, y, z));
        }

        var geom = new THREE.BufferGeometry().setFromPoints(points3d);
        var cloud = new THREE.Points(
        geom,
        new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
        );
        scene.add(cloud);

        // triangulate by [x, z]
        var indexDelaunay = Delaunator.from(
        points3d.map(v => {
        return [v.x, v.z];
        })
        );

        var meshIndex = ; // delaunay index => three.js index
        for (let i = 0; i < indexDelaunay.triangles.length; i++){
        meshIndex.push(indexDelaunay.triangles[i]);
        }

        geom.setIndex(meshIndex); // add three.js index to the existing geometry
        geom.computeVertexNormals();
        var mesh = new THREE.Mesh(
        geom, // re-use the existing geometry
        new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
        );
        scene.add(mesh);

        var gui = new dat.GUI();
        gui.add(mesh.material, "wireframe");

        render();

        function resize(renderer) {
        const canvas = renderer.domElement;
        const width = canvas.clientWidth;
        const height = canvas.clientHeight;
        const needResize = canvas.width !== width || canvas.height !== height;
        if (needResize) {
        renderer.setSize(width, height, false);
        }
        return needResize;
        }

        function render() {
        if (resize(renderer)) {
        camera.aspect = canvas.clientWidth / canvas.clientHeight;
        camera.updateProjectionMatrix();
        }
        renderer.render(scene, camera);
        requestAnimationFrame(render);
        }

        html, body {
        height: 100%;
        margin: 0;
        overflow: hidden;
        font-family: Verdana;
        }
        canvas {
        width: 100%;
        height: 100%;
        display; block;
        }

        #info{
        position: absolute;
        margin-left: 10px;
        }

        a{
        color: yellow;
        text-decoration: none;
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
        <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

        <!-- https://github.com/mapbox/delaunator -->
        <script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

        <script src="https://josephg.github.io/noisejs/perlin.js"></script>

        <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

        <div id="info">
        <a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
        </div>








        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
        camera.position.setScalar(150);
        var renderer = new THREE.WebGLRenderer({
        antialias: true
        });
        var canvas = renderer.domElement;
        document.body.appendChild(canvas);

        var controls = new THREE.OrbitControls(camera, canvas);

        var light = new THREE.DirectionalLight(0xffffff, 1.5);
        light.position.setScalar(100);
        scene.add(light);
        scene.add(new THREE.AmbientLight(0xffffff, 0.5));

        var size = { x: 200, y: 200 };
        var pointsCount = 1000;
        var points3d = ;
        for (let i = 0; i < pointsCount; i++) {
        let x = THREE.Math.randFloatSpread(size.x);
        let z = THREE.Math.randFloatSpread(size.y);
        let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
        points3d.push(new THREE.Vector3(x, y, z));
        }

        var geom = new THREE.BufferGeometry().setFromPoints(points3d);
        var cloud = new THREE.Points(
        geom,
        new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
        );
        scene.add(cloud);

        // triangulate by [x, z]
        var indexDelaunay = Delaunator.from(
        points3d.map(v => {
        return [v.x, v.z];
        })
        );

        var meshIndex = ; // delaunay index => three.js index
        for (let i = 0; i < indexDelaunay.triangles.length; i++){
        meshIndex.push(indexDelaunay.triangles[i]);
        }

        geom.setIndex(meshIndex); // add three.js index to the existing geometry
        geom.computeVertexNormals();
        var mesh = new THREE.Mesh(
        geom, // re-use the existing geometry
        new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
        );
        scene.add(mesh);

        var gui = new dat.GUI();
        gui.add(mesh.material, "wireframe");

        render();

        function resize(renderer) {
        const canvas = renderer.domElement;
        const width = canvas.clientWidth;
        const height = canvas.clientHeight;
        const needResize = canvas.width !== width || canvas.height !== height;
        if (needResize) {
        renderer.setSize(width, height, false);
        }
        return needResize;
        }

        function render() {
        if (resize(renderer)) {
        camera.aspect = canvas.clientWidth / canvas.clientHeight;
        camera.updateProjectionMatrix();
        }
        renderer.render(scene, camera);
        requestAnimationFrame(render);
        }

        html, body {
        height: 100%;
        margin: 0;
        overflow: hidden;
        font-family: Verdana;
        }
        canvas {
        width: 100%;
        height: 100%;
        display; block;
        }

        #info{
        position: absolute;
        margin-left: 10px;
        }

        a{
        color: yellow;
        text-decoration: none;
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
        <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

        <!-- https://github.com/mapbox/delaunator -->
        <script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

        <script src="https://josephg.github.io/noisejs/perlin.js"></script>

        <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

        <div id="info">
        <a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
        </div>





        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
        camera.position.setScalar(150);
        var renderer = new THREE.WebGLRenderer({
        antialias: true
        });
        var canvas = renderer.domElement;
        document.body.appendChild(canvas);

        var controls = new THREE.OrbitControls(camera, canvas);

        var light = new THREE.DirectionalLight(0xffffff, 1.5);
        light.position.setScalar(100);
        scene.add(light);
        scene.add(new THREE.AmbientLight(0xffffff, 0.5));

        var size = { x: 200, y: 200 };
        var pointsCount = 1000;
        var points3d = ;
        for (let i = 0; i < pointsCount; i++) {
        let x = THREE.Math.randFloatSpread(size.x);
        let z = THREE.Math.randFloatSpread(size.y);
        let y = noise.perlin2(x / size.x * 5, z / size.y * 5) * 50;
        points3d.push(new THREE.Vector3(x, y, z));
        }

        var geom = new THREE.BufferGeometry().setFromPoints(points3d);
        var cloud = new THREE.Points(
        geom,
        new THREE.PointsMaterial({ color: 0x99ccff, size: 2 })
        );
        scene.add(cloud);

        // triangulate by [x, z]
        var indexDelaunay = Delaunator.from(
        points3d.map(v => {
        return [v.x, v.z];
        })
        );

        var meshIndex = ; // delaunay index => three.js index
        for (let i = 0; i < indexDelaunay.triangles.length; i++){
        meshIndex.push(indexDelaunay.triangles[i]);
        }

        geom.setIndex(meshIndex); // add three.js index to the existing geometry
        geom.computeVertexNormals();
        var mesh = new THREE.Mesh(
        geom, // re-use the existing geometry
        new THREE.MeshLambertMaterial({ color: "purple", wireframe: true })
        );
        scene.add(mesh);

        var gui = new dat.GUI();
        gui.add(mesh.material, "wireframe");

        render();

        function resize(renderer) {
        const canvas = renderer.domElement;
        const width = canvas.clientWidth;
        const height = canvas.clientHeight;
        const needResize = canvas.width !== width || canvas.height !== height;
        if (needResize) {
        renderer.setSize(width, height, false);
        }
        return needResize;
        }

        function render() {
        if (resize(renderer)) {
        camera.aspect = canvas.clientWidth / canvas.clientHeight;
        camera.updateProjectionMatrix();
        }
        renderer.render(scene, camera);
        requestAnimationFrame(render);
        }

        html, body {
        height: 100%;
        margin: 0;
        overflow: hidden;
        font-family: Verdana;
        }
        canvas {
        width: 100%;
        height: 100%;
        display; block;
        }

        #info{
        position: absolute;
        margin-left: 10px;
        }

        a{
        color: yellow;
        text-decoration: none;
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
        <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

        <!-- https://github.com/mapbox/delaunator -->
        <script src="https://unpkg.com/delaunator@3.0.2/delaunator.js"></script>

        <script src="https://josephg.github.io/noisejs/perlin.js"></script>

        <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>

        <div id="info">
        <a href="https://github.com/mapbox/delaunator" target="blank">Delaunator<br>(triangulation)</a>
        </div>






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        answered Nov 16 '18 at 7:14









        prisoner849prisoner849

        7,49321325




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