Вот статья о том, как использовать BufferGeometry
Чтобы добавить цвета, вы создаете массив цветов Float32 и добавляете его в качестве атрибута с именем 'color'.
geometry.setAttribute(
'color',
new THREE.BufferAttribute(new Float32Array(colors), uvNumComponents));
Затем вы устанавливаете material.vertexColors
в true;
const material = new THREE.MeshPhongMaterial({
vertexColors: true,
});
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 3;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
// NOT A GOOD EXAMPLE OF HOW TO MAKE A CUBE!
// Only trying to make it clear most vertices are unique
const vertices = [
// front
{ pos: [-1, -1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
{ pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 1], },
{ pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 0], },
{ pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 0], },
{ pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 1], },
{ pos: [ 1, 1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
// right
{ pos: [ 1, -1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
{ pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 1], },
{ pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 0], },
{ pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 0], },
{ pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 1], },
{ pos: [ 1, 1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
// back
{ pos: [ 1, -1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
{ pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 1], },
{ pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 0], },
{ pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 0], },
{ pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 1], },
{ pos: [-1, 1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
// left
{ pos: [-1, -1, -1], norm: [-1, 0, 0], uv: [0, 1], },
{ pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 1], },
{ pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 0], },
{ pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 0], },
{ pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 1], },
{ pos: [-1, 1, 1], norm: [-1, 0, 0], uv: [1, 0], },
// top
{ pos: [ 1, 1, -1], norm: [ 0, 1, 0], uv: [0, 1], },
{ pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 1], },
{ pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 0], },
{ pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 0], },
{ pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 1], },
{ pos: [-1, 1, 1], norm: [ 0, 1, 0], uv: [1, 0], },
// bottom
{ pos: [ 1, -1, 1], norm: [ 0, -1, 0], uv: [0, 1], },
{ pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 1], },
{ pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 0], },
{ pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 0], },
{ pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 1], },
{ pos: [-1, -1, -1], norm: [ 0, -1, 0], uv: [1, 0], },
];
const positions = [];
const normals = [];
const uvs = [];
const colors = [];
for (const vertex of vertices) {
positions.push(...vertex.pos);
normals.push(...vertex.norm);
uvs.push(...vertex.uv);
colors.push(Math.random(), Math.random(), Math.random());
}
const geometry = new THREE.BufferGeometry();
const positionNumComponents = 3;
const normalNumComponents = 3;
const uvNumComponents = 2;
geometry.setAttribute(
'position',
new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
geometry.setAttribute(
'normal',
new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
geometry.setAttribute(
'uv',
new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
geometry.setAttribute(
'color',
new THREE.BufferAttribute(new Float32Array(colors), uvNumComponents));
const material = new THREE.MeshPhongMaterial({
vertexColors: true,
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cube.rotation.x = time;
cube.rotation.y = time;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>