我目前正在学习WebGL和Three.js。因此,出于测试的目的,我尝试创建一个平面几何体、两个立方体几何体和一个点光源:
function initLights () {
var c = context;
var pointLight = new THREE.PointLight( 0xffffff, 1, 100 );
pointLight.position.set( 10, 10, 10 );
c.scene.add(pointLight);
}
function initObjects () {
var c = context;
/**
* Defining the materials
*/
var lambertRedMaterial = new THREE.MeshLambertMaterial({
color : 0xff0000
, side : THREE.DoubleSide
});
var lambertWhiteMaterial = new THREE.MeshLambertMaterial({
color : 0xffffff
, side : THREE.DoubleSide
});
/**
* Defining the floor
*/
var floorGeometry = new THREE.Geometry();
floorGeometry.vertices.push(new THREE.Vector3(-5.0, 0.0, -5.0));
floorGeometry.vertices.push(new THREE.Vector3( 5.0, 0.0, -5.0));
floorGeometry.vertices.push(new THREE.Vector3( 5.0, 0.0, 5.0));
floorGeometry.vertices.push(new THREE.Vector3(-5.0, 0.0, 5.0));
floorGeometry.faces.push(new THREE.Face3(2, 1, 0));
floorGeometry.faces.push(new THREE.Face3(3, 2, 0));
var floorMesh = new THREE.Mesh(floorGeometry, lambertWhiteMaterial);
floorMesh.position.set(0.0, 0.0, 0.0);
/**
* Defining a cube
*/
var cubeGeometry1 = new THREE.CubeGeometry(2.0,0.25,1);
var cube1 = new THREE.Mesh( cubeGeometry1, lambertRedMaterial );
cube1.position.set(0.0, 1.0, 0.0);
var cubeGeometry2 = new THREE.CubeGeometry(2.0,0.25,1);
var cube2 = new THREE.Mesh( cubeGeometry2, lambertRedMaterial );
cube2.position.set(0.0, 1.35, 0.0);
c.scene.add(floorMesh);
c.scene.add(cube1);
c.scene.add(cube2);
}
在此之前已经定义了相机和场景的上下文。
奇怪的是,方块被正确地显示了,但平面没有显示出来。
当我将平面的y位置设置为1.0时,可以看到它与较低的立方体相交。当我使用MeshBasicMaterial时,它也会被显示出来,但由于灯光原因,我想使用MeshLambertMaterial。
是否有人有想法,我是否忘记了什么,或者问题是什么?
提前致谢!
geometry.computeFaceNormals();
。然后调用scene.add( new THREE.FaceNormalsHelper( floorMesh );
。 - WestLangley