我正在创建这样一个THREE.Line对象:
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0, 0, 0));
geometry.vertices.push(new THREE.Vector3(100, 100, 0));
var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({color:'red'}));
当我将不透明设置为0时,我希望该行不会呈现。但是,该行呈现为虚线白线和灰色线。
我把这
如何绘制对象轴。我指的是网格局部轴,而不是世界轴。我知道使用以下命令:
function drawlines(){
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vecto
我正在学习JS中的three.js库。我使用Line对象来创建我自己的坐标轴。我在试着移动它们。问题是,当我更新顶点时,其中两条线工作正常,但第三条线完全消失。我尝试在控制台上打印它的顶点,但它们在可见性范围内。那么,我面临这个问题的原因是什么呢?我的代码: // create and axes to the scene
//// X axis
var material = new THREE.LineBasicMaterial({
color: 0x00ff00
})
var geometry = new THREE.Geometry();
如何创建跟随相机视图的直线?如下图所示:
(红线是我想要生成的线,蓝点是相机。)
我有这段代码来生成这条线,还有鼠标的移动:
var material = new THREE.LineBasicMaterial({
color: 0xff0000,
linewidth: 5
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( 0, 5, 0 ),
new THREE.Vector3( 5, 0, 0 )
);
var LINHATARGET
我试着画两条垂直于另两条线(vb,vc)的线(vd),这条线由三个坐标所给出,如下所示:
var va = new THREE.Vector3(50,2,-60)
var vb = new THREE.Vector3(40,40,2)
var vc = new THREE.Vector3(30,2,-20)
var vd = new THREE.Vector3(0,5,-70) //vector I search, coordinates for visual example
var lineGeom1 = new THREE.Geometry();
lineGeom1
我想在使用THREE.JS和TweenLite的3D线之间切换。但是这个方法在这里是行不通的,例如,球体的位置。我不知道为什么。
// add a line to the scene using THREE.js
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0, 0, 0));
geometry.vertices.push(new THREE.Vector3(500, 500, 500))
我想要做的就是在几个点之间画一条彩色的线,但是我的代码不工作,我不知道为什么。我对three.js非常陌生,所以我认为更有经验的人可以给我一个快速的指针。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.inne
我试图添加两种不同的材料线,即LineDashedMaterial和LineBasicMaterial使用Three.js在Forge查看器v7。LineDashedMaterial没有在场景和sceneAfter中显示虚线图案和材质颜色,但是在覆盖场景中工作,LineBasicMaterial也是一样的。但是我的要求是在场景和sceneAfter中添加行。有人能告诉我这件事的解决方案吗。提前谢谢。
let geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0, 0, 0),
我想用不同的colors.But画三条线,它们是相同的颜色,也就是最后一种颜色。我认为这是我的问题代码:
function initObject() {
var lineLenth = 10;
geometry = new THREE.Geometry();
var xMat = new THREE.LineBasicMaterial({color:0xdd5246, opacity:0.2});
var yMat = new THREE.LineBasicMaterial({color:0xfac942, opacity:0.2
我想创建一个如下图所示的垂直标尺。有没有人能帮我。
var material = new THREE.LineBasicMaterial({
color: 0x07E1E1,
linewidth: 3
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( 0, 0, 0 ),
new THREE.Vector3( 0, 1100
我想找出曲线和直线的交点。创建了raycast,但效果不佳。光线的点远离实际的交点。
Webgl 1,threejs 0.109
var sartPoint = new THREE.Vector3( -30, -50, 0 );
var endPoint = new THREE.Vector3( 50, 80, 0 );
var geometry = new THREE.Geometry();
geometry.vertices.push(sartPoint);
geometry.vertices.push(end
Doob先生在他的论坛/网站上添加了这个圆圈
var resolution = 100;
var amplitude = 100;
var size = 360 / resolution;
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial( { color: 0xFFFFFF, opacity: 1.0} );
for(var i = 0; i <= resolution; i++) {
var segment = ( i * size ) * Math.PI / 18
我喜欢画一条有两个顶点10,10,0的线。我可以成功地创建一条线,
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector(10,10,0));
geometry.vertices.push(new THREE.Vector(-10,-10,0));
geometry.verticesNeedUpdate = true;
var material = new THREE.LineBasicMaterial({ color: 0xff0000, linewidth: 2, side: 2 });
v
我在用three.js。行没有更新。我想实时延长这条线。
我想,首先,一条线是通过读取这两个数据来画的。
第二,场景清晰。
第三,阅读第三条信息和延伸行。
第四,场景清晰。
最后,线是长的实时。
但是,这一行不是生成的。
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial ({color : 0x0100FF, linewidth : 6});
function line_(k){
if(k-1 >= 0){
我使用的是Three JS,我可以使用向场景添加一个网格。是否有类似的功能产生极地网格?
二维笛卡儿平面的几何是这样产生的():
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
this.color1 = new THREE.Color(0x444444);
this.color2 = new THREE.Color(0x888888);
for (var i = -size; i <= size
我正在尝试创建一个10行的for循环。但是line.Clone()给了我一个错误,因为它找不到任何可以克隆的网格?如果你知道如何接入线的网格,请让我知道。 下面是一些代码: forward_RT(){
var spotLight = new THREE.SpotLight( 0xffffff ); //White Color
spotLight.position.set( 150, 500, -210 );
scene_Main.add( spotLight );
var material = new THREE.LineBasicMaterial( {
这就是我想要实现的(一个可修改的多边形,其中红色的圆圈是顶点),我想动态地构建这个多边形。
将几何图形初始化为时
var geometry = new THREE.Geometry();
geometry.vertices.push(point);
geometry.vertices.push(point);
var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({}));
它工作得很好,直到第二次单击,它在1和2之间建立了一条直线,但当它被推入数组时不会添加第三条线。WebGL似乎需要缓冲点。
当我像这样