所以我正在玩Three.js https://threejs.org/docs/#api/geometries/CylinderGeometry
中的Cylinder Geometry这是我的代码:https://codepen.io/lklancir/pen/pdaPoY
var gui = new dat.GUI();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 50 );
camera.position.z = 30;
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000, 1 );
document.body.appendChild( renderer.domElement );
var orbit = new THREE.OrbitControls( camera, renderer.domElement );
orbit.enableZoom = false;
var lights = [];
lights[ 0 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 1 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 2 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 0 ].position.set( 0, 200, 0 );
lights[ 1 ].position.set( 100, 200, 100 );
lights[ 2 ].position.set( - 100, - 200, - 100 );
scene.add( lights[ 0 ] );
scene.add( lights[ 1 ] );
scene.add( lights[ 2 ] );
var mesh = new THREE.Object3D();
mesh.add( new THREE.LineSegments(
new THREE.Geometry(),
new THREE.LineBasicMaterial( {
color: 0xffffff,
transparent: true,
opacity: 0.5
} )
) );
mesh.add( new THREE.Mesh(
new THREE.Geometry(),
new THREE.MeshPhongMaterial( {
color: 0x156289,
emissive: 0x072534,
side: THREE.DoubleSide,
flatShading: true
} )
) );
function renderMeshCylinder( mesh ) {
var data = {
radiusTop : 5,
radiusBottom : 5,
height : 30,
radiusSegments : 60,
heightSegments : 60,
openEnded : true,
thetaStart : 0,
thetaLength : twoPi
};
function generateGeometry() {
updateGroupGeometry( mesh,
new THREE.CylinderGeometry(
data.radiusTop,
data.radiusBottom,
data.height,
data.radiusSegments,
data.heightSegments,
data.openEnded,
data.thetaStart,
data.thetaLength
)
);
}
var folder = gui.addFolder( 'THREE.CylinderGeometry' );
folder.add( data, 'radiusTop', 1, 30 ).onChange( generateGeometry );
folder.add( data, 'radiusBottom', 1, 30 ).onChange( generateGeometry );
folder.add( data, 'height', 1, 50 ).onChange( generateGeometry );
folder.add( data, 'radiusSegments', 3, 64 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'heightSegments', 1, 64 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'openEnded' ).onChange( generateGeometry );
folder.add( data, 'thetaStart', 0, twoPi ).onChange( generateGeometry );
folder.add( data, 'thetaLength', 0, twoPi ).onChange( generateGeometry );
generateGeometry();
}
renderMeshCylinder(mesh);
var options = {};
scene.add( mesh );
var prevFog = false;
var render = function () {
requestAnimationFrame( render );
if ( ! options.fixed ) {
mesh.rotation.x += 0;
mesh.rotation.y += 0;
}
renderer.render( scene, camera );
};
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
render();
我想弄清楚(但是徒劳)如何通过它的索引或坐标到达特定的片段并用不同的颜色(https://screencast.com/t/GIeZq3XSKCOy)
进行着色是否有人能够在此处提供一些指导或如何进一步解决此问题?
答案 0 :(得分:2)
使用THREE.Raycaster()
和THREE.CylinderGeometry()
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(5, 0, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x818181);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var mesh = new THREE.Mesh(new THREE.CylinderGeometry(2, 2, 15, 32, 20, true), new THREE.MeshBasicMaterial({
vertexColors: THREE.FaceColors,
wireframe: false,
side: THREE.DoubleSide
}));
mesh.rotation.x = -Math.PI * .5;
scene.add(mesh);
var wire = new THREE.LineSegments(new THREE.WireframeGeometry(mesh.geometry), new THREE.LineBasicMaterial({
color: "black"
}));
mesh.add(wire);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersects;
document.addEventListener("mousedown", onMouseDown, false);
function onMouseDown(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObject(mesh);
if (intersects.length == 0) return;
intersects[0].face.color.setHex(0xff0000);
intersects[0].object.geometry.colorsNeedUpdate = true;
}
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>