我已经在这里问了一个问题:Add Thickness to faces
核心问题已经解决,但我遇到了另一个问题。 在我的墙壁放在一边之前:THREE.BackSide,以便当他们面对相机时他们没有显示,但现在当他们的厚度不再起作用时我不知道为什么。
在: Before
之后:After
如何让厚墙像飞机墙一样?
答案 0 :(得分:1)
控制墙壁可见度的一个非常粗略的概念(我略微改变了几何体的平移和定位):
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 5, 5);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var points = [
new THREE.Vector3(-2, 0, 2),
new THREE.Vector3(2, 0, 2),
new THREE.Vector3(2, 0, -2),
new THREE.Vector3(-2, 0, -2)
]
var walls = [];
points.forEach((p, idx, points) => {
let nextIdx = idx === points.length - 1 ? 0 : idx + 1;
buildWall(p, points[nextIdx], 2, 0.1);
});
function buildWall(pointStart, pointEnd, height, thickness) {
var boxW = pointEnd.clone().sub(pointStart).length();
var boxH = height;
var boxD = thickness;
var boxGeometry = new THREE.BoxGeometry(boxW, boxH, boxD);
boxGeometry.translate(0, boxH * 0.5, 0);
boxGeometry.rotateY(-Math.PI * 0.5);
var wall = new THREE.Mesh(boxGeometry, new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
wall.position.copy(pointStart).add(pointEnd).multiplyScalar(0.5);
wall.lookAt(pointEnd);
scene.add(wall);
walls.push(wall);
}
var currentPosition = new THREE.Vector3();
render();
function render() {
requestAnimationFrame(render);
walls.forEach(w => {
w.visible = currentPosition.copy(w.position).sub(camera.position).lengthSq() > camera.position.lengthSq();
})
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>