我正在尝试从点生成网格。我已经读过here的生成网格的方法是
var mesh = new THREE.ConvexGeometry( vertices_array );
在this example中,他们像下面这样声明了vertices_array
var vertices = new THREE.DodecahedronGeometry( 10 ).vertices;
我需要理解的是,如何使用以下代码为使用vertices_array
创建的点定义THREE.BufferGeometry
。
非常感谢您
<!DOCTYPE html>
<html lang="en">
<head>
<title>Three.js</title>
<meta charset="utf-8">
<script src="js/three.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/ConvexGeometry.js"></script>
<script src="js/QuickHull.js"></script>
</head>
<body>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, controls;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 5, 3500 );
camera.position.z = 2500;
controls = new THREE.TrackballControls( camera, renderer.domElement );
createScene();
}
function createScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
var geometry = new THREE.BufferGeometry();
var positions = [];
for ( var i = 0; i < 20; i ++ ) {
for ( var j = 0; j < 20; j ++ ) {
var y = j;
var x = i;
var z = 0;
positions.push( new THREE.Vector3(x, y, z) );
//positions.push( x, y, z );
}
}
//geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
//var material = new THREE.PointsMaterial( {color: 0xFF0000} );
//points = new THREE.Points( geometry, material );
//scene.add( points );
var meshMaterial = new THREE.MeshBasicMaterial( {color: 0xffffff,} );
var meshGeometry = new THREE.ConvexBufferGeometry( positions );
var mesh = new THREE.Mesh( meshGeometry, meshMaterial );
scene.add( mesh );
}
function animate( time ) {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>