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Three.js Threejs多维数据集未显示其边缘_Three.js - Fatal编程技术网

Three.js Threejs多维数据集未显示其边缘

Three.js Threejs多维数据集未显示其边缘,three.js,Three.js,我正潜入三人世界。我选取了一个示例项目并对其进行了修改。我刚刚添加了一些带有颜色的立方体几何体。问题是,立方体几何体显示时没有边。你无法分辨这些脸的尽头,它们都被漂白了。不确定这是照明问题还是材质问题。我的代码如下 <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - cloth simulation</title> <m

我正潜入三人世界。我选取了一个示例项目并对其进行了修改。我刚刚添加了一些带有颜色的立方体几何体。问题是,立方体几何体显示时没有边。你无法分辨这些脸的尽头,它们都被漂白了。不确定这是照明问题还是材质问题。我的代码如下

<!DOCTYPE html>
<html lang="en">
<head>
    <title>three.js webgl - cloth simulation</title>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <link type="text/css" rel="stylesheet" href="main.css">
    <style>
        body {
            background-color: #cce0ff;
            color: #000;
        }
        a {
            color: #080;
        }
    </style>
</head>

<body>

    <div id="info">Simple Cabinet Box in 3D Space<br/>
    </div>
    <script type="module">
        import * as THREE from '../build/three.module.js';
        //import Stats from './jsm/libs/stats.module.js';
        import { GUI } from './jsm/libs/dat.gui.module.js';
        import { OrbitControls } from './jsm/controls/OrbitControls.js';

        function plane( width, height )
        {
            return function ( u, v, target )
            {
                const x = ( u - 0.5 ) * width;
                const y = ( v + 0.5 ) * height;
                const z = 0;
                target.set( x, y, z );
            };
        }

        let container;
        let camera, scene, renderer;

        init();
        animate( 0 );

        function init() {
            container = document.createElement( 'div' );
            document.body.appendChild( container );

            // scene
            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0xffffff );

            // camera
            camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
            camera.position.set( 0, 0, 100 );

            // lights
            //scene.add( new THREE.AmbientLight( 0x666666 ) );
            const light = new THREE.DirectionalLight( 0xdfebff, 1 );
            light.position.set( 50, 200, 100 );
            light.position.multiplyScalar( 1.3 );
            light.castShadow = true;
            light.shadow.mapSize.width = 1024;
            light.shadow.mapSize.height = 1024;
            const d = 300;
            light.shadow.camera.left = - d;
            light.shadow.camera.right = d;
            light.shadow.camera.top = d;
            light.shadow.camera.bottom = - d;
            light.shadow.camera.far = 1000;
            scene.add( light );


            //cabinet properties
            const c_width = 24;
            const c_height = 34.5;
            const c_depth = 23.125;
            const c_left_side_thickness = 0.75;

            //Left End
            const geometry = new THREE.BoxGeometry( c_left_side_thickness, c_height, c_depth);
            const material = new THREE.MeshBasicMaterial( { color: 0xC2B8B6 } );
            const left_side = new THREE.Mesh( geometry, material );
            left_side.position.set((c_width/2)*-1 + c_left_side_thickness/2,0,0);

            const right_side = new THREE.Mesh( geometry, material );
            right_side.position.set(c_width/2 - c_left_side_thickness/2,0,0);

            const geometry2 = new THREE.BoxGeometry( c_width - c_left_side_thickness * 2, c_left_side_thickness, c_depth);
            const bottom = new THREE.Mesh( geometry2, material );
            bottom.position.set(0,(c_height/2)*-1 + c_left_side_thickness/2,0);

            const top = new THREE.Mesh( geometry2, material );
            top.position.set(0,c_height / 2 - c_left_side_thickness/2,0);

            const cabinet = new THREE.Group();
            cabinet.add( left_side );
            cabinet.add( right_side );
            cabinet.add( bottom );
            cabinet.add( top );

            scene.add( cabinet );

            //
            // const geometry2 = new THREE.BoxGeometry( 10, 10, 10 );
            // const edges = new THREE.EdgesGeometry( geometry2 );
            // const line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
            // line.position.set(0,100,0);
            // scene.add( line );

            // ground
            const loader = new THREE.TextureLoader();
            const groundTexture = loader.load( 'textures/terrain/grasslight-big.jpg' );
            groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
            groundTexture.repeat.set( 25, 25 );
            groundTexture.anisotropy = 16;
            groundTexture.encoding = THREE.sRGBEncoding;
            const groundMaterial = new THREE.MeshLambertMaterial( { map: groundTexture } );
            let mesh = new THREE.Mesh( new THREE.PlaneGeometry( 20000, 20000 ), groundMaterial );
            mesh.position.y = - 250;
            mesh.rotation.x = - Math.PI / 2;
            mesh.receiveShadow = true;
            scene.add( mesh );

            // renderer
            renderer = new THREE.WebGLRenderer( { antialias: true } );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );

            container.appendChild( renderer.domElement );

            renderer.outputEncoding = THREE.sRGBEncoding;
            renderer.shadowMap.enabled = true;

            // controls
            const controls = new OrbitControls( camera, renderer.domElement );
            controls.maxPolarAngle = Math.PI * 0.5;
            controls.minDistance = 100;
            controls.maxDistance = 500;

            window.addEventListener( 'resize', onWindowResize );

            if ( typeof TESTING !== 'undefined' )
            {
                for ( let i = 0; i < 50; i ++ )
                {
                    simulate( 500 - 10 * i );
                }
            }
        }

        function onWindowResize()
        {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize( window.innerWidth, window.innerHeight );
        }

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

        function render()
        {
            renderer.render( scene, camera );
        }
    </script>
</body>

three.js webgl-布料模拟
身体{
背景色:#cce0ff;
颜色:#000;
}
a{
颜色:#080;
}
3D空间中的简单机柜盒
从“../build/THREE.module.js”将*作为三导入; //从“/jsm/libs/Stats.module.js”导入统计信息; 从'./jsm/libs/dat.GUI.module.js'导入{GUI}; 从“./jsm/controls/OrbitControls.js”导入{OrbitControls}; 功能平面(宽度、高度) { 返回函数(u、v、目标) { 常数x=(u-0.5)*宽度; 常数y=(v+0.5)*高度; 常数z=0; 目标设定(x,y,z); }; } 让容器; 让相机、场景、渲染器; init(); 动画(0); 函数init(){ container=document.createElement('div'); 文件.正文.附件(容器); //场面 场景=新的三个。场景(); scene.background=新的三种颜色(0xffffff); //摄像机 摄像头=新的三个透视摄像头(30,window.innerWidth/window.innerHeight,11000); 摄像机位置设置(0,0,100); //灯光 //添加(新的三个环境光(0x666666)); 恒光=新的三方向光(0xdfebff,1); 光。位置。设置(50200100); 光、位置、多重刻度(1.3); light.castShadow=true; light.shadow.mapSize.width=1024; light.shadow.mapSize.height=1024; 常数d=300; light.shadow.camera.left=-d; light.shadow.camera.right=d; light.shadow.camera.top=d; light.shadow.camera.bottom=-d; light.shadow.camera.far=1000; 场景。添加(灯光); //橱柜属性 常数c_宽度=24; 常数c_高度=34.5; 常数c_深度=23.125; 常数c_左侧_厚度=0.75; //左端 const geometry=新的三箱几何(c_左侧厚度、c_高度、c_深度); const material=new THREE.MeshBasicMaterial({color:0xC2B8B6}); const left_side=新的三个网格(几何体、材质); 左侧位置设置((c_宽度/2)*-1+c_左侧厚度/2,0,0); const right_side=新的三个网格(几何体、材质); 右侧位置设置(c_宽度/2-c_左侧厚度/2,0,0); const geometry2=新的三箱几何(c_宽度-c_左侧厚度*2,c_左侧厚度,c_深度); const bottom=新的三个网格(geometry2,材质); 底部位置设置(0,(c_高度/2)*-1+c_左侧厚度/2,0); const top=新的三个网格(geometry2,材质); 顶部位置设置(0,c_高度/2-c_左侧厚度/2,0); const cabinet=new THREE.Group(); 机柜。添加(左侧); 机柜。添加(右侧); 柜。添加(底部); 柜。添加(顶部); 场景。添加(橱柜); // //const geometry2=新的三箱几何体(10,10,10); //常数边=新的三边几何(geometry2); //const line=新的三个.LineSegments(边,新的三个.LineBasicMaterial({color:0xffffff})); //行位置设置(0100,0); //场景。添加(行); //地面 const loader=new THREE.TextureLoader(); const groundTexture=loader.load('textures/terrain/grasslight big.jpg'); groundTexture.wrapps=groundTexture.wrapT=THREE.RepeatWrapping; 地面纹理。重复。设置(25,25); 地面纹理各向异性=16; groundTexture.encoding=3.sRGBEncoding; const groundMaterial=new THREE.meshlambertmater({map:groundTexture}); 设mesh=new THREE.mesh(new THREE.PlaneGeometry(20000,20000),groundMaterial); 网格位置y=-250; mesh.rotation.x=-Math.PI/2; mesh.receiveShadow=true; 场景。添加(网格); //渲染器 renderer=new THREE.WebGLRenderer({antialas:true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth、window.innerHeight); container.appendChild(renderer.doElement); renderer.outpunecoding=3.sRGBEncoding; renderer.shadowMap.enabled=true; //控制 常量控件=新的轨道控件(摄影机、渲染器.doElement); controls.maxPolarAngle=Math.PI*0.5; controls.minDistance=100; 控件。最大距离=500; addEventListener('resize',onWindowResize); if(测试类型!==“未定义”) { for(设i=0;i<50;i++) { 模拟(500-10*i); } } } 函数onWindowResize() { camera.aspect=window.innerWidth/window.innerHeight; camera.updateProjectMatrix(); renderer.setSize(window.innerWidth、window.innerHeight); } 函数动画(现在) { 请求动画帧(动画)