提交 f5642a3b 编写于 作者: A alteredq

Added mesh vertex color example.

上级 9a9ed7cc
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - geometry - vertex colors</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #0080ff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - vertex colors - webgl</div>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript" src="../build/ThreeExtras.js"></script>
<script type="text/javascript">
var container, stats;
var camera, scene, renderer;
var mesh, mesh2, mesh3, light;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera( 20, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1800;
scene = new THREE.Scene();
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0, 1 );
light.position.normalize();
scene.addLight( light );
var shadowMaterial = new THREE.MeshBasicMaterial( { map: ImageUtils.loadTexture( 'textures/shadow.png' ) } );
var shadowGeo = new Plane( 300, 300, 1, 1 );
mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.y = - 250;
mesh.rotation.x = - 90 * Math.PI / 180;
scene.addObject( mesh );
mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.y = - 250;
mesh.position.x = - 400;
mesh.rotation.x = - 90 * Math.PI / 180;
scene.addObject( mesh );
mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.y = - 250;
mesh.position.x = 400;
mesh.rotation.x = - 90 * Math.PI / 180;
scene.addObject( mesh );
var color, p, colors = [], colors2 = [], colors3 = [],
geometry = new Icosahedron( 1 ),
geometry2 = new THREE.Geometry(),
geometry3 = new THREE.Geometry();
for( var i = 0; i < geometry.vertices.length; i++ ) {
p = geometry.vertices[ i ].position;
color = new THREE.Color( 0xffffff );
color.setHSV( ( p.y + 1 ) / 2, 1.0, 1.0 );
colors[ i ] = color;
color = new THREE.Color( 0xffffff );
color.setHSV( 0.0, ( p.y + 1 ) / 2, 1.0 );
colors2[ i ] = color;
color = new THREE.Color( 0xffffff );
color.setHSV( 0.125 * i/geometry.vertices.length, 1.0, 1.0 );
colors3[ i ] = color;
}
geometry3.vertices = geometry2.vertices = geometry.vertices;
geometry3.faces = geometry2.faces = geometry.faces;
geometry2.sortFacesByMaterial();
geometry3.sortFacesByMaterial();
geometry.colors = colors;
geometry2.colors = colors2;
geometry3.colors = colors3;
var materials = [
new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertex_colors: true } ),
new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )
];
mesh = new THREE.Mesh( geometry, materials );
mesh.position.x = -400;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 200;
mesh.rotation.x = -1.87;
scene.addObject( mesh );
mesh2 = new THREE.Mesh( geometry2, materials );
mesh2.position.x = 400;
mesh2.rotation.x = 0;
mesh2.scale = mesh.scale;
scene.addObject( mesh2 );
mesh3 = new THREE.Mesh( geometry3, materials );
mesh3.position.x = 0;
mesh3.rotation.x = 0;
mesh3.scale = mesh.scale;
scene.addObject( mesh3 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册