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>