我正在尝试更改网格单个面上的颜色。这是在WebGL上下文中。我可以改变整个网格颜色,而不是单个面。相关代码如下:
// Updated Per Lee!
var camera = _this.camera;
var projector = new THREE.Projector();
var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectObjects( kage.scene.children );
if ( intersects.length > 0 ) {
face = intersects[0].face;
var faceIndices = ['a', 'b', 'c', 'd'];
var numberOfSides = ( face instanceof THREE.Face3 ) ? 3 : 4;
// assign color to each vertex of current face
for( var j = 0; j < numberOfSides; j++ ) {
var vertexIndex = face[ faceIndices[ j ] ];
// initialize color variable
var color = new THREE.Color( 0xffffff );
color.setRGB( Math.random(), 0, 0 );
face.vertexColors[ j ] = color;
}
}
我也初始化了对象,在本例中是一个Cube,如下所示:
// this material causes a mesh to use colors assigned to vertices
var material = new THREE.MeshBasicMaterial( {
color: 0xf0f0f0,
shading: THREE.FlatShading,
vertexColors: THREE.VertexColors
});
var directionalLight = new THREE.DirectionalLight(0xEEEEEE);
directionalLight.position.set(10, 1, 1).normalize();
kage.scene.add(directionalLight);
var cube = new THREE.Mesh(new THREE.CubeGeometry(300, 300, 300,1,1,1), material);
cube.dynamic = true;
kage.scene.add(cube);
无论光线颜色如何,更改材质都会使立方体变白。 交叉逻辑仍然有效,这意味着我选择了正确的面部,但唉颜色不会改变。
我是Stackoverflow的新手[很好问一个问题,希望我的编辑不会混淆]
答案 0 :(得分:24)
vertexColors: THREE.FaceColors
材料。 最后使用face.color.setRGB( Math.random(),
Math.random(), Math.random())
。
现在无需遍历4的循环
THREE.Face4
或3边(a,b,c)的边(a,b,c,d)
THREE.Face3
。
这适用于WebGL和Canvas渲染。
答案 1 :(得分:6)
假设“myGeometry”是包含您想要更改颜色的面的几何体,“faceIndex”是您想要更改颜色的特定面的索引。
// the face's indices are labeled with these characters
var faceIndices = ['a', 'b', 'c', 'd'];
var face = myGeometry.faces[ faceIndex ];
// determine if face is a tri or a quad
var numberOfSides = ( face instanceof THREE.Face3 ) ? 3 : 4;
// assign color to each vertex of current face
for( var j = 0; j < numberOfSides; j++ )
{
var vertexIndex = face[ faceIndices[ j ] ];
// initialize color variable
var color = new THREE.Color( 0xffffff );
color.setRGB( Math.random(), 0, 0 );
face.vertexColors[ j ] = color;
}
然后,网格需要使用以下材质,以便从顶点派生面颜色:
// this material causes a mesh to use colors assigned to vertices
var cubeMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, shading: THREE.FlatShading,
vertexColors: THREE.VertexColors } );
答案 2 :(得分:2)
我对three.js比较陌生,但这些例子中的大多数都显得过于冗长和复杂。以下代码似乎为立方体的所有12个三角形面做颜色...(WebGLRenderer r73)。
我在做这件事时注意到的一点是脸部的顺序有点奇怪(对我来说至少是新手)。
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
console.log(geometry.faces.length); // 12 triangles
geometry.faces[0].color = new THREE.Color(0x000000); //Right 1
geometry.faces[1].color = new THREE.Color(0xFF0000); //Right 2
geometry.faces[2].color = new THREE.Color(0xFF8C08); //Left 1
geometry.faces[3].color = new THREE.Color(0xFFF702); //Left 2
geometry.faces[4].color = new THREE.Color(0x00FF00); //Top 1
geometry.faces[5].color = new THREE.Color(0x0000FF); //Top 2
geometry.faces[6].color = new THREE.Color(0x6F00FF); //Bottom 1
geometry.faces[7].color = new THREE.Color(0x530070); //Bottom 2
geometry.faces[8].color = new THREE.Color(0x3F3F3F); //Front 1
geometry.faces[9].color = new THREE.Color(0x6C6C6C); //Front 2
geometry.faces[10].color = new THREE.Color(0xA7A7A7);//Rear 1
geometry.faces[11].color = new THREE.Color(0xFFFFFF);//Rear 2
答案 3 :(得分:2)
根据Three JS Geometry文档,要表示此面孔中的更新, Geometry.elementsNeedUpdate
需要设置为true。
以下代码段会更改所有面的颜色。
mesh.material.vertexColors = THREE.FaceColors
var faces = mesh.geometry.faces;
for(var i = 0 ; i < faces.length; i++){
var face = faces[i];
var color = new THREE.Color("rgb(255, 0, 0)");
face.color = color;
}
mesh.geometry.elementsNeedUpdate = true;
render();
答案 4 :(得分:1)
我认为上面列出的方法仅适用于WebGLRenderer
。如果你想要在CanvasRenderer
和WebGLRenderer
中运行的东西有点复杂,但我怀疑最终结果在内存使用和性能方面都更有效。
在浏览THREE.jS Projector.js源代码后,我就是这样做的:
// create the face materials
var material_1 = new THREE.MeshLambertMaterial(
{color : 0xff0000, shading: THREE.FlatShading, overdraw : true}
);
var material_2 = new THREE.MeshLambertMaterial(
{color : 0x00ff00, shading: THREE.FlatShading, overdraw : true}
);
// create a geometry (any should do)
var geom = new THREE.CubeGeometry(1,1,1);
// add the materials directly to the geometry
geom.materials.push(material_1);
geom.materials.push(material_2);
// assign the material to individual faces (note you assign the index in
// the geometry, not the material)
for( var i in geom.faces ) {
var face = geom.faces[i];
face.materialIndex = i%geom.materials.length;
}
// create a special material for your mesh that tells the renderer to use the
// face materials
var material = new THREE.MeshFaceMaterial();
var mesh = new THREE.Mesh(geom, material);
这个例子是根据我的工作代码改编的,但是我不得不承认我实际上并没有运行这个确切的代码块,而且我没有很好的记录,首先要做好一切,但希望它将帮助任何挣扎的人