Three.js问题中的几何,材质和网格

时间:2019-02-14 14:36:14

标签: javascript three.js geometry mesh material

当前正在使用Three.js。

我所拥有的:

如下图和代码所示,我有一个for循环,可在场景中的随机位置上创建特定对象。

图: Demo Image 代码:

//Create Objects
var geometry = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );

for(var i=0; i<100; i++) {

    var mesh = new THREE.Mesh( geometry, material );
    mesh.position.x = getRandomInt(-500,500);
    mesh.position.y = getRandomInt(10, 100);
    mesh.position.z = getRandomInt(-500,500);
    mesh.updateMatrix();
    mesh.matrixAutoUpdate = false;
    scene_Main.add( mesh );
}

我的问题:

如何在for循环中创建具有不同材质和几何形状的随机对象?

我可以使用创建一个保存特定几何图形/材质的数组的想法吗?如果可以的话,如何将其存储在数组中以及如何使用它?

数组提示:

var geometryList = [cube, pyramid, sphere, donut, ...];
var materialList = [ .. what posibilities I have here? .. ];

for(var i=0; i<100; i++) {
    var mesh = new THREE.Mesh( geometryList[random[n]], materialList[random[n]] );
    ....    
}

2 个答案:

答案 0 :(得分:1)

您可以做任何您真正想要的事情。您只需要填充materialList[] 一种方式

for(var i=0; i<100; i++) {
    color = new THREE.Color( 0xffffff );
    color.setHex( Math.random() * 0xffffff );
    materialList.push(new THREE.MeshBasicMaterial({ color: color }));
}

当然,您的random[n]函数必须返回[0-99]之间的值

答案 1 :(得分:0)

var materialList = [];


    for(var i=0; i<150; i++) {

        //Prepare different material for each object
        var color = new THREE.Color( 0xffffff );
        color.setHex( Math.random() * 0xffffff );
        materialList.push(new THREE.MeshBasicMaterial({ color: color }));

        //Prepare diferent sizes for the objects
        var geometrySize_2 = getRandomInt(5,30);

        //Create  50 Pyramids
        if(i <= 50){

            var geometry1 = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );

            var mesh = new THREE.Mesh( geometry1, materialList[i] );
            mesh.position.x = getRandomInt(-500,500);
            mesh.position.y = getRandomInt(10, 150);
            mesh.position.z = getRandomInt(-500,500);
            mesh.updateMatrix();
            mesh.matrixAutoUpdate = false;
            scene_Main.add( mesh );
        }
        //Create 50 Cubes
        else if(i <= 100 && i>= 50){

            var geometry2 = new THREE.BoxGeometry(geometrySize_2,geometrySize_2,geometrySize_2);

            var mesh = new THREE.Mesh( geometry2, materialList[i] );
            mesh.position.x = getRandomInt(-500,500);
            mesh.position.y = getRandomInt(10, 150);
            mesh.position.z = getRandomInt(-500,500);
            mesh.updateMatrix();
            mesh.matrixAutoUpdate = false;
            scene_Main.add( mesh );
        }
        //Create 100 Spheres
        else if(i <= 150 && i>= 50){

            var geometry3 = new THREE.SphereGeometry( 5, 32, 32 );

            var mesh = new THREE.Mesh( geometry3, materialList[i] );
            mesh.position.x = getRandomInt(-500,500);
            mesh.position.y = getRandomInt(10, 150);
            mesh.position.z = getRandomInt(-500,500);
            mesh.updateMatrix();
            mesh.matrixAutoUpdate = false;
            scene_Main.add( mesh );
        }
    }

enter image description here