繁体   English   中英

Three.js环境光意想不到的效果

[英]Three.js ambient light unexpected effect

在下面的代码中,我渲染一些立方体并使用PointLight和AmbientLight点亮它们。 但是,当设置为0xffffff时,AmbientLight会将边的颜色更改为白色,无论它们指定的颜色如何。 奇怪的是,点光源正如预期的那样工作。

如何让环境光像点光一样,因为它不应该洗掉脸部颜色,只是照亮它们? 即,将环境光设置为0xffffff将相当于在对象周围具有全强度的多个点光源。

$(function(){
    var camera, scene, renderer;
    var airplane;
    var fuselage;
    var tail;
    init();
    animate();

    function init() {
        scene = new THREE.Scene();
        camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 10000 );
        camera.position.z = 2;

        airplane = new THREE.Object3D();
        fuselage = newCube(
                {x: 1, y: 0.1, z: 0.1}, 
                {x: 0, y: 0, z: 0},
                [0xffff00, 0x808000, 0x0000ff, 0xff00000, 0xffffff, 0x808080],
                [0, 1, 2, 3, 4, 5]
        );
        airplane.add(fuselage);
        tail = newCube(
                {x: 0.15, y: 0.2, z: 0.05}, 
                {x: 0.5, y: 0.199, z: 0},
                [0xffff00, 0x808000, 0x0000ff, 0xff00000, 0xffffff, 0x808080],
                [0, 1, 2, 3, 4, 5]
        );
        airplane.add(tail);
        scene.add( airplane );

        var ambientLight = new THREE.AmbientLight(0xffffff);
        scene.add(ambientLight);        

        var pointLight = new THREE.PointLight(0x888888);
        pointLight.position.x = 100;
        pointLight.position.y = 100;
        pointLight.position.z = 100;
        scene.add(pointLight);      

        renderer = new THREE.WebGLRenderer();
        renderer.setClearColorHex(0x000000, 1);
        renderer.setSize( window.innerWidth, window.innerHeight );
        document.body.appendChild( renderer.domElement );
    }

    function animate() {
        requestAnimationFrame( animate );
        render();
    }
    function render() {
        airplane.rotation.x += 0.005;
        airplane.rotation.y += 0.01;
        renderer.render( scene, camera );
    }
});

function newCube(dims, pos, cols, colAss){
    var mesh;
    var geometry;
    var materials = [];
    geometry = new THREE.CubeGeometry( dims.x, dims.y, dims.z );
    for (var i in cols){
        materials[i] = new THREE.MeshLambertMaterial( { color: cols[i], overdraw: true } );
    }
    geometry.materials = materials;
    for (var i in colAss){
        geometry.faces[i].materialIndex = colAss[i];
    }
    mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
    mesh.position = pos;
    return mesh;
}

编辑 - three.js API已被更改; material.ambient已被弃用。


解决方案是将环境光的强度设置为合理的值。

var ambientLight = new THREE.AmbientLight( 0xffffff, 0.2 );

已更新至three.js r.84

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM