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社区首页 >问答首页 >具有特定光的光网格三js

具有特定光的光网格三js
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Stack Overflow用户
提问于 2019-02-21 12:55:27
回答 1查看 3.5K关注 0票数 4

我有一个场景,有几个物体和一些物体,在这种情况下,球体,我想受到灯光的影响,颜色是粉红色和蓝色。但我也有一个管的几何形状,应该只受白光影响,而不受粉红色和蓝色的灯光影响。

有关问题的演示,请参见下图:现在发生了什么:

但我想要的不是粉红色和蓝色,而是灰色:

目前,我这样做的meshBasicMaterial,但这阻止了管看起来三维。

那么,如何使用不受粉红和蓝光影响的MeshLambertMaterial来创建这个灰色管呢?

关于我现在如何生成场景,请参见下面的代码:

代码语言:javascript
复制
# Generating of spheres:
for (var i = 0; i < 5; i++) {
        var SphereGeometry = new THREE.SphereGeometry(2, 20, 20);
        var SphereMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
        var Sphere = new THREE.Mesh(SphereGeometry, SphereMaterial);
        Sphere.position.set(i * 7 -14, 0 + Math.random() * 5 - 2.5, 2);
        spheresArray.push(Sphere);
        scene.add(Sphere);
    }

#Generation of tubes:
for (var i = 0; i < CurvesArray.length; i++) {
        var geometry = new THREE.TubeGeometry( CurvesArray[i], 20, 0.5, 8, false );
        var material = new THREE.MeshBasicMaterial( { color: 0xe3e3e3 } );
        var mesh = new THREE.Mesh( geometry, material );
        scene.add( mesh );
    }

#and these are my lights:
var spotLight = new THREE.SpotLight( 0xff00cc );
    spotLight.position.set( -10, 3, 30, 100 );
    lightsArray.push(spotLight);
    scene.add(spotLight);

    var spotLight2 = new THREE.SpotLight( 0xaa99cc );
    spotLight2.position.set( 5, 15, 10, 100 );
    lightsArray.push(spotLight2);
    scene.add(spotLight2);

    var spotLight3 = new THREE.SpotLight( 0x0022bb );
    spotLight3.position.set( 2, -15, 10, 100 );
    lightsArray.push(spotLight3);
    scene.add(spotLight3);

    var light = new THREE.AmbientLight( 0x5f5f5f );
    scene.add( light );

如果需要任何额外的信息或不清楚的事情,让我知道,这样我就可以澄清!

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2019-02-21 14:41:13

使用层:https://threejs.org/docs/#api/en/core/Object3D.layers

示例:https://jsfiddle.net/mmalex/1xr356zf/

  1. 灯光只会影响同一层的物体。
  2. 照相机将看到属于该层的物体,照相机属于该层。

分配您的对象和灯光层:

代码语言:javascript
复制
for (var i = 0; i < 5; i++) {
    var SphereGeometry = new THREE.SphereGeometry(2, 20, 20);
    var SphereMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
    var Sphere = new THREE.Mesh(SphereGeometry, SphereMaterial);
    Sphere.position.set(i * 7 -14, 0 + Math.random() * 5 - 2.5, 2);

    // set layers to Spheres
    Sphere.layers.set(i%3); // <<=== check here!
    spheresArray.push(Sphere);
    scene.add(Sphere);
}

将图层分配给灯光:

代码语言:javascript
复制
var spotLight = new THREE.SpotLight( 0xff00cc );
spotLight.position.set( -10, 3, 30, 100 );
spotLight.layers.set(0); // << === layer 0 is by default
lightsArray.push(spotLight);
scene.add(spotLight);

var spotLight2 = new THREE.SpotLight( 0xaa99cc );
spotLight2.position.set( 5, 15, 10, 100 );
spotLight2.layers.set(1);  // << === layer 1 set to spotLight2
lightsArray.push(spotLight2);
scene.add(spotLight2);

var spotLight3 = new THREE.SpotLight( 0x0022bb );
spotLight3.position.set( 2, -15, 10, 100 );
spotLight3.layers.set(2);  // << === layer 2 set to spotLight3
lightsArray.push(spotLight3);
scene.add(spotLight3);

并逐层渲染:

代码语言:javascript
复制
let animate = function() {
  requestAnimationFrame(animate);

  controls.update();

  renderer.autoClear = true;
  camera.layers.set(0); // << == switch camera between layers
  renderer.render(scene, camera);

  renderer.autoClear = false; // don't remove previous layer results

  camera.layers.set(1); // << == switch camera between layers
  renderer.render(scene, camera);

  camera.layers.set(2); // << == switch camera between layers
  renderer.render(scene, camera);
};
票数 6
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/54807618

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