我有一个线框球体,我想在顶点上添加点。类似的东西:
这是我所有的js:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer( { alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.SphereGeometry( 3.25, 32, 20 );
var material = new THREE.MeshLambertMaterial( { color: 0x43CC4C, wireframe: true } );
var sphere = new THREE.Mesh( geometry, material );
scene.add( sphere );
var pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.x = 80;
pointLight.position.y = 80;
pointLight.position.z = 130;
scene.add(pointLight);
camera.position.z = 5;
function render() {
renderer.render( scene, camera );
}
render();
如何在每个顶点添加一个点?
答案 0 :(得分:7)
以下是如何获得类似结果的示例。
我添加了一个名为IcosahedronGeometry
的额外几何类型,并且我使用它的顶点来创建点,对于使用MeshPhongMaterial
的行我来说将wireframe
设置为true。
您可以更改点的大小或用形状/纹理替换它们。
// Extra geometry
THREE.IcosahedronGeometry = function(radius, detail) {
var t = (1 + Math.sqrt(5)) / 2;
var vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0,
0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t,
t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1
];
var indices = [
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
];
THREE.PolyhedronGeometry.call(this, vertices, indices, radius, detail);
this.type = 'IcosahedronGeometry';
this.parameters = {
radius: radius,
detail: detail
};
};
THREE.IcosahedronGeometry.prototype = Object.create(THREE.PolyhedronGeometry.prototype);
THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
// Scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer({
antialias: 1
});
renderer.setClearColor(0xf7f7f7);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene.fog = new THREE.Fog(0xd4d4d4, 8, 20);
// Create vertex points
var mesh = new THREE.IcosahedronGeometry(10, 1); // radius, detail
var vertices = mesh.vertices;
var positions = new Float32Array(vertices.length * 3);
for (var i = 0, l = vertices.length; i < l; i++) {
vertices[i].toArray(positions, i * 3);
}
var geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
var material = new THREE.PointsMaterial({
size: 0.4,
vertexColors: THREE.VertexColors,
color: 0x252525
});
var points = new THREE.Points(geometry, material);
var object = new THREE.Object3D();
object.add(points);
object.add(new THREE.Mesh(
mesh,
new THREE.MeshPhongMaterial({
color: 0x616161,
emissive: 0xa1a1a1,
wireframe: true,
fog: 1
})
));
scene.add(object);
camera.position.z = 20;
var render = function() {
requestAnimationFrame(render);
object.rotation.x += 0.01;
object.rotation.y += 0.01;
renderer.render(scene, camera);
};
render();
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body {
margin: 0;
}
canvas {
width: 100%;
height: 100%
}
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<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r76/three.min.js"></script>
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