MeshNormalMaterial 不适用于三.js自定义几何体:几何体呈现为黑色



我正在尝试使用三个手动构造一个立方体.js通过声明其向量和面;我可以使用下面的代码来做到这一点,但是,该材料似乎没有按预期工作,而是立方体以纯黑色渲染。

var geom = new THREE.Geometry(); 
var v1 = new THREE.Vector3( -1,  1, 0.1 ),
    v2 = new THREE.Vector3(  1,  1, 0.1 ),
    v3 = new THREE.Vector3(  1, -1, 0.1 ),
    v4 = new THREE.Vector3( -1, -1, 0.1 ),
    v5 = new THREE.Vector3( -1,  1, 2   ),
    v6 = new THREE.Vector3(  1,  1, 2   ),
    v7 = new THREE.Vector3(  1, -1, 2   ),
    v8 = new THREE.Vector3( -1, -1, 2   );
geom.vertices.push(v1,v2,v3,v4,v5,v6,v7,v8);
geom.faces.push(
  new THREE.Face3(0,1,3),
  new THREE.Face3(1,2,3),
  new THREE.Face3(4,5,7),
  new THREE.Face3(5,6,7),
  new THREE.Face3(1,4,5),
  new THREE.Face3(0,1,4),
  new THREE.Face3(2,3,7),
  new THREE.Face3(2,6,7),
  new THREE.Face3(0,3,7),
  new THREE.Face3(0,4,7),
  new THREE.Face3(1,2,5),
  new THREE.Face3(2,5,6)  
);
var mat = new THREE.MeshNormalMaterial();
mat.side = THREE.DoubleSide;
var cube = new THREE.Mesh( geom, mat);
scene.add(cube);

如果我使用以下代码正常呈现立方体,多维数据集将按预期呈现。

cube = new THREE.Mesh(new THREE.CubeGeometry(2, 2, 2), new THREE.MeshNormalMaterial());
scene.add(cube);

您尚未指定顶点法线。对于快速的东西,计算人脸法线,如下所示:

geom.computeFaceNormals();

但是,您应该学习如何在自定义几何体中设置顶点法线。

另外,面对"上弦顺序"应该是逆时针的。你没有一直这样做。

如果正确定义面,则可以删除side = THREE.DoubleSide

三.js R.90

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