我使用第3面和第3个js创建了一个网格。但是所需的颜色不会在网格上反射。这是我使用的代码。
var geometry = new THREE.Geometry();
var f = 0;
for (var i = 0; i < data.real.length; i++, f += 4) {
var o2 = i == data.real.length - 1 ? 0 : i + 1;
var tl = data.real[i];
var tr = data.real[o2];
var bl = data.zeroAxis[i];
var br = data.zeroAxis[o2];
geometry.vertices.push(tl, tr, br, bl);
geometry.faces.push(new THREE.Face3(f, f + 1, f + 2));
face.materials = [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ];
geometry.faces.push(new THREE.Face3(f, f + 3, f + 2));
}
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0x008000),
side : THREE.DoubleSide,
transparent : true,
opacity : 0.5
});
var object = new THREE.Mesh(geometry, material);
object.position.set(0, 0, 0);
this.plot = object;
this.tb.scene.add(object);
this.tb.render();
答案 0 :(得分:0)
以下行不正确:
face.materials = [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ];
如果要在每个面上应用颜色,请按照以下步骤进行操作:
var faces = geometry.faces;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
face.color = new THREE.Color( Math.random() * 0xffffff );
}
还将相应材质的属性vertexColors
设置为THREE.FaceColors
。请查看以下实时演示,以查看完整的示例:https://jsfiddle.net/f2Lommf5/8539/
答案 1 :(得分:0)
如果不提供脸部法线,则需要计算法线。看一下Face3
docs的最佳示例:
//the face normals and vertex normals can be calculated automatically if not supplied above
geometry.computeFaceNormals();
geometry.computeVertexNormals();
答案 2 :(得分:0)
感谢您的答复,我使用以下代码解决了上述问题。
var normal = new THREE.Vector3(0, 1, 0); // optional
var color = new THREE.Color(color); // optional
var materialIndex = 0; // optional
geometry.faces.push(new THREE.Face3(f, f + 1, f + 2, normal, color,
materialIndex));
geometry.faces.push(new THREE.Face3(f, f + 2, f + 3, normal, color,
materialIndex));
请提出改进建议。