ThreeJS:网格在另一个网格内变得不可见



我试图弄清楚为什么我看不到立方体内部的文本,而且我不明白为什么它不起作用。

有两个网格,其中一个在另一个内部,但是不可见的。

当我注释将立方体网格添加到我的组的行时,将显示文本(第 34 行(。 如果我从其材料中删除"透明:真实",我可以看到文本,但出现背景(第 52 行(。

文本作为画布纹理添加,这是我发现的动态添加 2D 文本的最简单方法。

我只想在我的立方体中添加一些白色文本,而没有任何背景颜色。

我看到了这个问题,但看起来它与我的问题无关: 三.JS:在网格内查看几何图形

var renderer, scene, camera, cubeGroup;
var rotationX = 0;
var rotationY = 0;
var percentX, percentY;
var container = document.getElementById('container');
init();
animate();
function init(){
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 1);
document.getElementById('container').appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 1000);
scene.add(camera);

// group
cubeGroup = new THREE.Group();

// cube
var geometry = new THREE.BoxGeometry(200, 200, 200);
var material = new THREE.MeshPhongMaterial({ 
color: 0x11111f, 
side: THREE.DoubleSide, 
opacity: .5,
transparent: true 
});
var mesh = new THREE.Mesh(geometry, material);
cubeGroup.add(mesh); // Comment this and the text appears with transparency

var ambientLight = new THREE.AmbientLight(0x999999, 0.8);
scene.add(ambientLight);

// text
var bitmap = document.createElement('canvas');
var g = bitmap.getContext('2d');
bitmap.width = 256;
bitmap.height = 256;
g.font = '80px Arial';
g.fillStyle = 'white';
g.fillText('text', 20, 80);

var geometry = new THREE.PlaneGeometry(180, 180);
var texture = new THREE.CanvasTexture(bitmap);
var material = new THREE.MeshStandardMaterial({
map: texture,
transparent: true // Comment this and the text appears - but with background
});

var mesh2 = new THREE.Mesh(geometry, material);    
cubeGroup.add(mesh2);

// add group to scene
scene.add(cubeGroup);

window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize(window.innerWidth, window.innerHeight);

}
function animate(now){
requestAnimationFrame(animate);

cubeGroup.rotation.y += (rotationX - cubeGroup.rotation.y) * 0.05;
cubeGroup.rotation.x += (rotationY - cubeGroup.rotation.x) * 0.05;

renderer.render(scene, camera);    
}
function findViewCoords(mouseEvent)
{
var xpos;
var ypos;
var w = window.innerWidth;
var h = window.innerHeight;
var centerX = w/2;
var centerY = h/2;
if (mouseEvent)
{
xpos = mouseEvent.pageX - document.body.scrollLeft;
ypos = mouseEvent.pageY - document.body.scrollTop;
}
else
{
xpos = window.event.x + 2;
ypos = window.event.y + 2;
}

var diffX = xpos - centerX;
var diffY = ypos - centerY;
percentX = diffX / centerX;
percentY = diffY / centerY;

rotationX = percentX/2;
rotationY = percentY/2; 
}
container.addEventListener("mousemove", findViewCoords);
body {
margin: 0;
padding: 0;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.js"></script>
<div id="container"></div>

发生这种情况的原因是渲染分为三个.js分两个阶段进行。

首先渲染固体的东西......然后是透明的东西。

透明对象按其与相机的距离进行排序。

因此,通过设置 .transparent = true;您可以使文本在第二遍期间渲染,从而在其他几何体之上渲染。

看看不屈不挠的西兰利的这个答案:

Threejs 中的透明对象