我正在尝试使用three.js手动构建一个立方体,通过声明它的向量和面;我可以使用下面的代码来完成它,但是,材料似乎没有按预期工作,而是立方体呈现为纯黑色。
var geom = new THREE.Geometry();
var v1 = new THREE.Vector3( -1, 1, 0.1 ),
v2 = new THREE.Vector3( 1, 1, 0.1 ),
v3 = new THREE.Vector3( 1, -1, 0.1 ),
v4 = new THREE.Vector3( -1, -1, 0.1 ),
v5 = new THREE.Vector3( -1, 1, 2 ),
v6 = new THREE.Vector3( 1, 1, 2 ),
v7 = new THREE.Vector3( 1, -1, 2 ),
v8 = new THREE.Vector3( -1, -1, 2 );
geom.vertices.push(v1,v2,v3,v4,v5,v6,v7,v8);
geom.faces.push(
new THREE.Face3(0,1,3),
new THREE.Face3(1,2,3),
new THREE.Face3(4,5,7),
new THREE.Face3(5,6,7),
new THREE.Face3(1,4,5),
new THREE.Face3(0,1,4),
new THREE.Face3(2,3,7),
new THREE.Face3(2,6,7),
new THREE.Face3(0,3,7),
new THREE.Face3(0,4,7),
new THREE.Face3(1,2,5),
new THREE.Face3(2,5,6)
);
var mat = new THREE.MeshNormalMaterial();
mat.side = THREE.DoubleSide;
var cube = new THREE.Mesh( geom, mat);
scene.add(cube);
如果我正常渲染立方体,使用下面的代码,立方体会按预期渲染。
cube = new THREE.Mesh(new THREE.CubeGeometry(2, 2, 2), new THREE.MeshNormalMaterial());
scene.add(cube);
答案 0 :(得分:3)
您尚未指定顶点法线。对于快速的东西,计算面法线,如下:
geom.computeFaceNormals();
但您应该学习如何在自定义几何体中设置顶点法线。
另外,面对“缠绕顺序”应该是逆时针方向。你不是一直这样做的。
如果您正确定义了面孔,则可以删除side = THREE.DoubleSide
。
three.js r.90