Three.js - MeshDepthMaterial
它使用与相机的距离来确定如何以灰度为网格着色。白色最接近,黑色最远。
const geometry = new THREE.TorusKnotGeometry() constmaterial = new THREE.MeshDepthMaterial() const torusKnot = new THREE.Mesh(geometry,material)
示例
您可以在此示例中更好地理解。
mesh-depth.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 - MeshDepthMaterial </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"> // 使用网格深度材质 // 白色表示顶点。黑色表示底点 // 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) // 灯光 const ambientLight = new THREE.AmbientLight(0xffffff, 1) scene.add(ambientLight) const pointLight = new THREE.PointLight(0xffffff, 0.5) pointLight.position.x = 2 pointLight.position.y = 3 pointLight.position.z = 4 scene.add(pointLight) // 相机 const camera = new THREE.PerspectiveCamera(30, width / height, 250, 550) camera.position.z = 450 // torusKnot const geometry = new THREE.TorusKnotGeometry(50, 20, 128, 64, 2, 3) const material = new THREE.MeshDepthMaterial() const materialFolder = gui.addFolder('Material') materialFolder.add(material, 'wireframe') materialFolder.open() const torusKnot = new THREE.Mesh(geometry, material) scene.add(torusKnot) // 响应性 window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHlet camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // 渲染器 const renderer = new THREE.WebGL1Renderer({ logarithmicDepthBuffer: true }) renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // 动画 function animate() { requestAnimationFrame(animate) torusKnot.rotation.x += 0.005 torusKnot.rotation.y += 0.01 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>