javascript - 如何在 three.js 中构建自定义平面几何体?
我想在 three.js 中创建一个平面,但使用比默认更多的点(所以我不想使用 PlaneGeometry,因为我认为它不允许我定义自定义点)。原因是我希望能够在任何时间点动画或移动任意给定的点。
这是我目前为止的进展:
var camera;
var scene;
var renderer;
var mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000);
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 ).normalize();
scene.add(light);
var geometry = new THREE.PlaneGeometry( 50, 50);
var texture = THREE.ImageUtils.loadTexture('images/03032122.png', {}, function() {
renderer.render(scene, camera);
})
var material = new THREE.MeshBasicMaterial({map: texture, transparent: true })
mesh = new THREE.Mesh(geometry, material );
mesh.position.z = -50;
scene.add( mesh );
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0xffffff, 1);
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
render();
}
function animate() {
//mesh.scale.x+= 0.0003;
render();
requestAnimationFrame( animate );
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
我想做的是创建像这样的东西:
http://www.math.ubc.ca/~cass/courses/m308-02b/projects/schweber/square%20tiles.gif
答案#1
注意 PlaneGeometry,它已被弃用(所以将在下一次修订中移除)。请改用 PlaneBufferGeometry。
@pailhead 的回答是正确的,如果你想要“正常”的平面划分。
如果你希望顶点有其他位置,你将不得不一个一个顶点地构建几何体,那是另一回事*。
此外,这也解决了你以后移动/动画顶点的需求,你可以在几何体创建后通过编写以下内容来更改每个顶点的位置:
planeMesh.geometry.vertices[i].set(x,y,z);// this way you can move each vertex coordinates
planeMesh.geometry.verticesNeedUpdate=true;
* :一个有4个顶点(=2个三角形)的平面的示例:
var geo=new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(x1,y1,z1),//vertex0
new THREE.Vector3(x2,y2,z2),//1
new THREE.Vector3(x3,y3,z3),//2
new THREE.Vector3(x4,y4,z4)//3
);
geometry.faces.push(
new THREE.Face3(2,1,0),//use vertices of rank 2,1,0
new THREE.Face3(3,1,2)//vertices[3],1,2...
);
当然,使这个几何图形成为平面的是这四个顶点共面。
当你创建一个有许多面的几何体时,你会明白你需要一支笔和纸来绘制你的面 :) 根据你的几何体,你也可以使用算法。
答案#2
我创建了我的定制飞机,使用了:
// Plane
var size = 500, step = 100;
var geometry = new THREE.Geometry();
for ( var i = - size; i <= size; i += step ) {
geometry.vertices.push( new THREE.Vector3( - size, 0, i ) );
geometry.vertices.push( new THREE.Vector3( size, 0, i ) );
geometry.vertices.push( new THREE.Vector3( i, 0, - size ) );
geometry.vertices.push( new THREE.Vector3( i, 0, size ) );
}
var material = new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.5 } );
var line = new THREE.Line( geometry, material, THREE.LinePieces );
scene.add( line );
