当前正在使用Three.js。
我所拥有的:
如下图和代码所示,我有一个for循环,可在场景中的随机位置上创建特定对象。
//Create Objects
var geometry = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
for(var i=0; i<100; i++) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = getRandomInt(-500,500);
mesh.position.y = getRandomInt(10, 100);
mesh.position.z = getRandomInt(-500,500);
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene_Main.add( mesh );
}
我的问题:
如何在for循环中创建具有不同材质和几何形状的随机对象?
我可以使用创建一个保存特定几何图形/材质的数组的想法吗?如果可以的话,如何将其存储在数组中以及如何使用它?
数组提示:
var geometryList = [cube, pyramid, sphere, donut, ...];
var materialList = [ .. what posibilities I have here? .. ];
for(var i=0; i<100; i++) {
var mesh = new THREE.Mesh( geometryList[random[n]], materialList[random[n]] );
....
}
答案 0 :(得分:1)
您可以做任何您真正想要的事情。您只需要填充materialList[]
一种方式
for(var i=0; i<100; i++) {
color = new THREE.Color( 0xffffff );
color.setHex( Math.random() * 0xffffff );
materialList.push(new THREE.MeshBasicMaterial({ color: color }));
}
当然,您的random[n]
函数必须返回[0-99]之间的值
答案 1 :(得分:0)
var materialList = [];
for(var i=0; i<150; i++) {
//Prepare different material for each object
var color = new THREE.Color( 0xffffff );
color.setHex( Math.random() * 0xffffff );
materialList.push(new THREE.MeshBasicMaterial({ color: color }));
//Prepare diferent sizes for the objects
var geometrySize_2 = getRandomInt(5,30);
//Create 50 Pyramids
if(i <= 50){
var geometry1 = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
var mesh = new THREE.Mesh( geometry1, materialList[i] );
mesh.position.x = getRandomInt(-500,500);
mesh.position.y = getRandomInt(10, 150);
mesh.position.z = getRandomInt(-500,500);
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene_Main.add( mesh );
}
//Create 50 Cubes
else if(i <= 100 && i>= 50){
var geometry2 = new THREE.BoxGeometry(geometrySize_2,geometrySize_2,geometrySize_2);
var mesh = new THREE.Mesh( geometry2, materialList[i] );
mesh.position.x = getRandomInt(-500,500);
mesh.position.y = getRandomInt(10, 150);
mesh.position.z = getRandomInt(-500,500);
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene_Main.add( mesh );
}
//Create 100 Spheres
else if(i <= 150 && i>= 50){
var geometry3 = new THREE.SphereGeometry( 5, 32, 32 );
var mesh = new THREE.Mesh( geometry3, materialList[i] );
mesh.position.x = getRandomInt(-500,500);
mesh.position.y = getRandomInt(10, 150);
mesh.position.z = getRandomInt(-500,500);
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene_Main.add( mesh );
}
}