threejs 绘制多边形
threejs绘制多边形
function test2(){ // 三维坐标返回顶点索引 可以参照上面的五边形 返回结果是一样的 //var trianglesIndex3 = earcut([ //三维顶点数据 var arr = [7.0,-130.0,700.0, 7.0,130.0,700.0, 150.0,130.0,700.0, 150.0,150.0,700.0, -150.0,150.0,700.0, -150.0,130.0,700.0, -7.0,130.0,700.0, -7.0,-130.0,700.0, -150.0,-130.0,700.0, -150.0,-150.0,700.0, 150.0,-150.0,700.0, 150.0,-130.0,700.0]; var arr2=[ 700.0,7.0,-130.0, 700.0,7.0,130.0, 700.0,150.0,130.0, 700.0,150.0,150.0, 700.0,-150.0,150.0, 700.0,-150.0,130.0, 700.0,-7.0,130.0, 700.0,-7.0,-130.0, 700.0,-150.0,-130.0, 700.0,-150.0,-150.0, 700.0,150.0,-150.0, 700.0,150.0,-130.0 ]; //],null,3); var geometry = new THREE.BufferGeometry(); //一个五边形多边形的顶点位置数据 var vertices = new Float32Array(arr2); // 创建属性缓冲区对象 var attribue = new THREE.BufferAttribute(vertices, 3); //3个为一组 // 设置几何体attributes属性的位置position属性 geometry.attributes.position = attribue // 三角形顶点索引计算 var trianglesIndex = THREE.Earcut.triangulate(arr,null,3); // Uint16Array类型数组创建顶点索引数据 var indexes = new Uint16Array(trianglesIndex) // 索引数据赋值给几何体的index属性 geometry.index = new THREE.BufferAttribute(indexes, 1); //1个为一组 // 不执行computeVertexNormals,没有顶点法向量数据 geometry.computeVertexNormals(); //不计算法线,表面比较暗,计算了比较亮, console.log(`查看几何体顶点数据`, geometry); //材质对象 var material = new THREE.MeshLambertMaterial({ color: 0x0000ff, //三角面颜色 side: THREE.DoubleSide, //两面可见 // 查看剖分的三角形效果 wireframe:true, }); var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh //scene.add(mesh); //网格模型添加到场景中 return mesh; }
var mesh2 = test2(); scene.add(mesh2);
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