Javascript Three.js问题中的几何体、材质和网格

Javascript Three.js问题中的几何体、材质和网格,javascript,three.js,geometry,mesh,Javascript,Three.js,Geometry,Mesh,目前正在使用Three.js 我所拥有的: 如下图和代码所示,我有一个for循环,可以在场景中的任意位置创建特定对象 图: 代码: //创建对象 var几何=新的三个。CylinderBufferGeometry(0、10、30、4、1); var material=new THREE.MeshPhongMaterial({color:0xffffff,flatShading:true}); 对于(var i=0;i你真的可以做任何你想做的事。你只需要填充你的materialList[] 单程

目前正在使用Three.js

我所拥有的:

如下图和代码所示,我有一个for循环,可以在场景中的任意位置创建特定对象

图: 代码:

//创建对象
var几何=新的三个。CylinderBufferGeometry(0、10、30、4、1);
var material=new THREE.MeshPhongMaterial({color:0xffffff,flatShading:true});

对于(var i=0;i你真的可以做任何你想做的事。你只需要填充你的
materialList[]
单程

for(var i=0;i
var materialList=[];

对于(var i=0;i检查THREE.js的文档和示例以了解支持的材质,有简单材质、特定于照明的材质(如Phong)等..搜索周围谢谢我会查看它对对象着色的效果非常好。谢谢@gaitat
//Create Objects
var geometry = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );

for(var i=0; i<100; i++) {

    var mesh = new THREE.Mesh( geometry, material );
    mesh.position.x = getRandomInt(-500,500);
    mesh.position.y = getRandomInt(10, 100);
    mesh.position.z = getRandomInt(-500,500);
    mesh.updateMatrix();
    mesh.matrixAutoUpdate = false;
    scene_Main.add( mesh );
}
var geometryList = [cube, pyramid, sphere, donut, ...];
var materialList = [ .. what posibilities I have here? .. ];

for(var i=0; i<100; i++) {
    var mesh = new THREE.Mesh( geometryList[random[n]], materialList[random[n]] );
    ....    
}
for(var i=0; i<100; i++) {
    color = new THREE.Color( 0xffffff );
    color.setHex( Math.random() * 0xffffff );
    materialList.push(new THREE.MeshBasicMaterial({ color: color }));
}
var materialList = [];


    for(var i=0; i<150; i++) {

        //Prepare different material for each object
        var color = new THREE.Color( 0xffffff );
        color.setHex( Math.random() * 0xffffff );
        materialList.push(new THREE.MeshBasicMaterial({ color: color }));

        //Prepare diferent sizes for the objects
        var geometrySize_2 = getRandomInt(5,30);

        //Create  50 Pyramids
        if(i <= 50){

            var geometry1 = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );

            var mesh = new THREE.Mesh( geometry1, materialList[i] );
            mesh.position.x = getRandomInt(-500,500);
            mesh.position.y = getRandomInt(10, 150);
            mesh.position.z = getRandomInt(-500,500);
            mesh.updateMatrix();
            mesh.matrixAutoUpdate = false;
            scene_Main.add( mesh );
        }
        //Create 50 Cubes
        else if(i <= 100 && i>= 50){

            var geometry2 = new THREE.BoxGeometry(geometrySize_2,geometrySize_2,geometrySize_2);

            var mesh = new THREE.Mesh( geometry2, materialList[i] );
            mesh.position.x = getRandomInt(-500,500);
            mesh.position.y = getRandomInt(10, 150);
            mesh.position.z = getRandomInt(-500,500);
            mesh.updateMatrix();
            mesh.matrixAutoUpdate = false;
            scene_Main.add( mesh );
        }
        //Create 100 Spheres
        else if(i <= 150 && i>= 50){

            var geometry3 = new THREE.SphereGeometry( 5, 32, 32 );

            var mesh = new THREE.Mesh( geometry3, materialList[i] );
            mesh.position.x = getRandomInt(-500,500);
            mesh.position.y = getRandomInt(10, 150);
            mesh.position.z = getRandomInt(-500,500);
            mesh.updateMatrix();
            mesh.matrixAutoUpdate = false;
            scene_Main.add( mesh );
        }
    }