我发现这是为了制作几何图形。它创建了一个由 theataSegmens 三角形组成的磁盘
this.RingGeometry = function ( innerRadius, outerRadius, thetaSegments) {
THREE.Geometry.call( this )
innerRadius = innerRadius || 0
outerRadius = outerRadius || 50
thetaSegments = thetaSegments || 8
innerRadius*=Obj.Size*100;
outerRadius*=Obj.Size*100;
var normal = new THREE.Vector3( 0, 0, 1 )
for(var i = 0; i < thetaSegments; i++ ){
var angleLo = (i / thetaSegments) *Math.PI*2
var angleHi = ((i+1) / thetaSegments) *Math.PI*2
var vertex1 = new THREE.Vector3(innerRadius * Math.cos(angleLo), innerRadius * Math.sin(angleLo), 0);
var vertex2 = new THREE.Vector3(outerRadius * Math.cos(angleLo), outerRadius * Math.sin(angleLo), 0);
var vertex3 = new THREE.Vector3(innerRadius * Math.cos(angleHi), innerRadius * Math.sin(angleHi), 0);
var vertex4 = new THREE.Vector3(outerRadius * Math.cos(angleHi), outerRadius * Math.sin(angleHi), 0);
this.vertices.push( vertex1 );
this.vertices.push( vertex2 );
this.vertices.push( vertex3 );
this.vertices.push( vertex4 );
var vertexIdx = i * 4;
// Create the first triangle
var face = new THREE.Face3(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal);
var uvs = []
var uv = new THREE.Vector2(0, 0)
uvs.push(uv)
var uv = new THREE.Vector2(1, 0)
uvs.push(uv)
var uv = new THREE.Vector2(0, 1)
uvs.push(uv)
this.faces.push(face);
this.faceVertexUvs[0].push(uvs);
// Create the second triangle
var face = new THREE.Face3(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal);
var uvs = []
var uv = new THREE.Vector2(0, 1)
uvs.push(uv)
var uv = new THREE.Vector2(1, 0)
uvs.push(uv)
var uv = new THREE.Vector2(1, 1)
uvs.push(uv)
this.faces.push(face);
this.faceVertexUvs[0].push(uvs);
}
//this.computeCentroids();
//this.computeFaceNormals();
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), outerRadius );
};
this.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
上面的行对于让它工作很重要。这是如何设置戒指材质的建议。假设您有两张可用于 alphamap 和实际戒指的图片(只是一个方形部分)。
var ringMaterial = new THREE.MeshPhongMaterial(
{
map: SaturnRingColor,
alphaMap:SaturnRingPattern,
color: 0xffffff,
specular: 0x555555,
shininess: 3,
emissive:10,
side: THREE.DoubleSide,
castshadow:true,
transparent : true,
opacity : 0.9,
} );
this.ringMesh = new THREE.Mesh( this.RingGeometry , RingMaterial );