我正在尝试制作一个直角三角棱镜。
到目前为止,这是我的代码:
var triangleGeometry = new THREE.Geometry();
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, 1.5, 0.95));
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, -1.5, 0.95));
triangleGeometry.vertices.push(new THREE.Vector3( 1.0, -1.5, 0.95));
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, 1.5, 1.2));
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, -1.5, 1.2));
triangleGeometry.vertices.push(new THREE.Vector3( 1.0, -1.5, 1.2));
triangleGeometry.faces.push(new THREE.Face3(0, 1, 2));
triangleGeometry.faces.push(new THREE.Face3(3, 4, 5));
// Points 1,4,3 and 6 form a rectangle which I'm trying to construct using triangles 0,2,5 and 0,3,5
triangleGeometry.faces.push(new THREE.Face3(0, 2, 5));
triangleGeometry.faces.push(new THREE.Face3(0, 3, 5));
var triangleMaterial = new THREE.MeshBasicMaterial({
color:0xFFFFFF,
side:THREE.DoubleSide
});
var triangleMesh = new THREE.Mesh(triangleGeometry, triangleMaterial);
triangleMesh.position.set(1, 0.0, 0.0);
scene.add(triangleMesh);
我能够得到我想要的东西,但我想知道是否有任何其他好的解决方案来获得正确的三角形棱镜。
答案 0 :(得分:7)
创建课程
PrismGeometry = function ( vertices, height ) {
var Shape = new THREE.Shape();
( function f( ctx ) {
ctx.moveTo( vertices[0].x, vertices[0].y );
for (var i=1; i < vertices.length; i++) {
ctx.lineTo( vertices[i].x, vertices[i].y );
}
ctx.lineTo( vertices[0].x, vertices[0].y );
} )( Shape );
var settings = { };
settings.amount = height;
settings.bevelEnabled = false;
THREE.ExtrudeGeometry.call( this, Shape, settings );
};
PrismGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
示例使用
var A = new THREE.Vector2( 0, 0 );
var B = new THREE.Vector2( 30, 10 );
var C = new THREE.Vector2( 20, 50 );
var height = 12;
var geometry = new PrismGeometry( [ A, B, C ], height );
var material = new THREE.MeshPhongMaterial( { color: 0x00b2fc, specular: 0x00ffff, shininess: 20 } );
var prism1 = new THREE.Mesh( geometry, material );
prism1.rotation.x = -Math.PI / 2;
scene.add( prism1 );
示例here
答案 1 :(得分:0)
我喜欢@Almaz Vildanov的解决方案。效果很好。由于我使用打字稿,因此将类定义移植到.ts:
import {ExtrudeGeometry, Shape, Vector2} from "three";
class PrismGeometry extends ExtrudeGeometry {
constructor(vertices: Vector2[], height) {
super(new Shape(vertices), {depth: height, bevelEnabled: false});
}
}
示例用法(如@Almaz Vildanov的原始著作,但由于进口而可能省略三项):
var A = new Vector2( 0, 0 );
var B = new Vector2( 30, 10 );
var C = new Vector2( 20, 50 );
var height = 12;
var geometry = new PrismGeometry( [ A, B, C ], height );
var material = new MeshPhongMaterial( { color: 0x00b2fc, specular: 0x00ffff, shininess: 20 } );
var prism1 = new Mesh( geometry, material );
prism1.rotation.x = -Math.PI / 2;
scene.add( prism1 );