Three.js - MeshNormalMaterial
此材质使用面的法线向量的 x/y/z 值的大小来计算和设置面上显示的颜色的红/绿/蓝值。
它是如何工作的? - x 为红色,y 为绿色,z 为蓝色,因此面向右侧的物体为粉红色,面向左侧的物体为浅绿色,向上的物体为浅绿色,向下的物体为紫色,面向屏幕的物体为淡紫色。
const geometry = new THREE.BoxGeometry(2, 2, 2) constmaterial = new THREE.MeshBasicMaterial() const cube = new THREE.Mesh(geometry,material)
示例
在下面的示例中,您可以看到每个面的颜色都基于面的法线面。
mesh-normal.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Three.js - Cube</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu,
Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;
}
html,
body {
height: 100vh;
width: 100vw;
}
#threejs-container {
position: block;
width: 100%;
height: 100%;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script>
</head>
<body>
<div id="threejs-container"></div>
<script type="module">
// Using mesh normal material
// each face has different color
import { OrbitControls } from "https://threejs.org/examples/jsm/controls/OrbitControls.js"
// GUI
const gui = new dat.GUI()
// 尺寸
let width = window.innerWidth
let height = window.innerHeight
// 场景
const scene = new THREE.Scene()
scene.background = new THREE.Color(0x262626)
// 相机
const camera = new THREE.PerspectiveCamera(30, width / height, 0.1, 100)
camera.position.set(0, 0, 10)
const camFolder = gui.addFolder('Camera')
camFolder.add(camera.position, 'z').min(10).max(60).step(10)
camFolder.open()
// cube
const geometry = new THREE.BoxGeometry(2, 2, 2)
const material = new THREE.MeshNormalMaterial()
const materialFolder = gui.addFolder('Material')
materialFolder.add(material, 'wireframe')
materialFolder.open()
const cube = new THREE.Mesh(geometry, material)
scene.add(cube)
// 响应性
window.addEventListener('resize', () => {
width = window.innerWidth
height = window.innerHeight
camera.aspect = width / height
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.render(scene, camera)
})
// 渲染器
const renderer = new THREE.WebGL1Renderer()
renderer.setSize(width, height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
const controls = new OrbitControls(camera, renderer.domElement)
// 动画
function animate() {
requestAnimationFrame(animate)
cube.rotation.x += 0.005
cube.rotation.y += 0.01
controls.update()
renderer.render(scene, camera)
}
// 渲染场景
const container = document.querySelector('#threejs-container')
container.append(renderer.domElement)
renderer.render(scene, camera)
animate()
</script>
</body>
</html>

threejs_materials.html