我有一个明星的功能,我们走了:
function CreateStar( radius, thickness, isWireframe, starColor) {
// material
var starMaterial = new THREE.MeshLambertMaterial({
color: starColor,
wireframe: isWireframe,
shading: THREE.FlatShading
});
// array for vertices
var vertices = [];
// set "zero" vertex for thickness
vertices.push( new THREE.Vector3(0, 0, thickness) );
// calculate a vertex and a pit for a half of a ray... 5 times for each 72 degrees
var deg = Math.PI / 180; // for me it's easier to work with degrees rather than radians
var maxR, minR;
maxR = radius; // radius for a vertex
var x4Rad = maxR * Math.cos( - 72 * deg );
minR = x4Rad/Math.cos( - 36 * deg ); // radius for a pit
var firstVertex;
for ( var i = 0; i < 5; i++ ){
// vertex
var vertX = maxR * Math.cos( (90 + (72 * i)) * deg );
var vertY = maxR * Math.sin( (90 + (72 * i)) * deg );
if ( i == 0 ) firstVertex = new THREE.Vector3( vertX, vertY, 0 );
vertices.push( new THREE.Vector3( vertX, vertY, 0 ));
// pit
var pitX = minR * Math.cos( (126 + (72 * i)) * deg );
var pitY = minR * Math.sin( (126 + (72 * i)) * deg );
vertices.push( new THREE.Vector3( pitX, pitY, 0 ));
}
vertices.push( firstVertex ); // add the first vertex again to close the contour of the star
var holes = []; // no holes in our contour
var triangles, star;
var geometry = new THREE.Geometry();
geometry.vertices = vertices;
triangles = THREE.Shape.Utils.triangulateShape( vertices, holes ); // triangulation
for ( var j = 0; j < triangles.length; j++ ){
geometry.faces.push( new THREE.Face3( triangles[j][0], triangles[j][1], triangles[j][2] ));
}
star = new THREE.Mesh( geometry, starMaterial );
//star = new THREE.Mesh( new THREE.CubeGeometry(200,200,200), starMaterial);
return star;
}
我的问题是当我从这个函数返回一个立方体(在此代码中注释)并添加到一个场景时,我得到的正确阴影的立方体取决于定向光源的位置,但是,当我返回一个明星并将它添加到场景中,我得到......嗯..只是一个没有颜色的黑色星星(它是黑色的),没有阴影......没有。那么为什么我可以将材料应用到立方体,但我无法将它应用于星形?
有人可以向我解释我的错误吗?
Three.js r68
答案 0 :(得分:2)
也许你只需要重新计算法线。 试试:
geometry.computeFaceNormals();
geometry.computeVertexNormals();
star = new THREE.Mesh( geometry, starMaterial );