我正在尝试使用tree.js自定义几何体生成一个正方形。 但是这段代码
var cubeGeo = new THREE.Geometry();
cubeGeo.vertices.push( new THREE.Vector3( -25, 25, -25 ) );
cubeGeo.vertices.push( new THREE.Vector3( 25, 25, -25 ) );
cubeGeo.vertices.push( new THREE.Vector3( -25, -25, -25 ) );
cubeGeo.vertices.push( new THREE.Vector3( 25, -25, -25 ) );
cubeGeo.faces.push( new THREE.Face4( 0, 1, 2, 3, new THREE.Vector3( 0, 0, 1 ), 0xffffff, 0) );
var cube = new THREE.Mesh(
cubeGeo,
//new THREE.CubeGeometry(50, 50, 50),
new THREE.MeshPhongMaterial({color: 0x696969, emissive: 0x696969, specular:0x696969, shininess: 15})
);
生成三角形 有人能解释我为什么会这样吗?
答案 0 :(得分:14)
问题出在THREE.Face4上。它已在上一版本中删除。在GitHub Three.js - Wiki - Migration我们可以阅读:
r59 - > R60
Face4已删除。使用2 Face3来模拟它。
你看到三角形而不是正方形的原因是:
THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
return new THREE.Face3( a, b, c, normal, color, materialIndex );
};
答案 1 :(得分:9)
Three.Face4已被弃用。
以下是使用2 Face3
制作正方形的方法:
function drawSquare(x1, y1, x2, y2) {
var square = new THREE.Geometry();
//set 4 points
square.vertices.push( new THREE.Vector3( x1,y2,0) );
square.vertices.push( new THREE.Vector3( x1,y1,0) );
square.vertices.push( new THREE.Vector3( x2,y1,0) );
square.vertices.push( new THREE.Vector3( x2,y2,0) );
//push 1 triangle
square.faces.push( new THREE.Face3( 0,1,2) );
//push another triangle
square.faces.push( new THREE.Face3( 0,3,2) );
//return the square object with BOTH faces
return square;
}
答案 2 :(得分:3)
实际上应该画一个像蝴蝶结的东西。顶点顺序不正确。交换最后两个顶点。