// Use this for initialization void Start() { THREE.Geometry geometry; AddRenderObject(new THREE.SphereGeometry(75, 20, 10), material, new Vector3(-400, 0, 200)); AddRenderObject(new THREE.IcosahedronGeometry(75, 1), material, new Vector3(-200, 0, 200)); AddRenderObject(new THREE.OctahedronGeometry(75, 2), material, new Vector3(0, 0, 200)); AddRenderObject(new THREE.TetrahedronGeometry(75, 0), material, new Vector3(200, 0, 200)); AddRenderObject(new THREE.PlaneGeometry(100, 100, 4, 4), material, new Vector3(-400, 0, 0)); geometry = AddRenderObject(new THREE.BoxGeometry(100, 100, 100, 4, 4, 4), material, new Vector3(-200, 0, 0)); AddRenderObject(new THREE.CircleGeometry(50, 20, 0, Mathf.PI * 2), material, new Vector3(0, 0, 0)); AddRenderObject(new THREE.RingGeometry(10, 50, 20, 5, 0, Mathf.PI * 2), material, new Vector3(200, 0, 0)); AddRenderObject(new THREE.CylinderGeometry(25, 75, 100, 40, 5, false), material, new Vector3(400, 0, 0)); // List <Vector3> points = new List <Vector3>(); for (var i = 0; i < 50; i++) { points.Add(new Vector3(Mathf.Sin(i * 0.2f) * Mathf.Sin(i * 0.1f) * 15 + 50, 0, (i - 5) * 2)); } AddRenderObject(new THREE.LatheGeometry(points, 20), material, new Vector3(-400, 0, -200)); AddRenderObject(new THREE.TorusGeometry(50, 20, 20, 20), material, new Vector3(-200, 0, -200)); AddRenderObject(new THREE.TorusKnotGeometry(50, 10, 50, 20), material, new Vector3(0, 0, -200)); THREE.Line lineMesh = new THREE.Line(new THREE.Geometry(), wireMaterial); THREE.Geometry geo = geometry; for (int i = 0; i < geo.faces.Count; i++) { THREE.Face3 _face = geo.faces[i]; List <int> tri = _face.GetTriangles(); for (int n = 0; n < tri.Count; n++) { Vector3 normal = _face.vertexNormals[n]; THREE.ArrowHelper arrow = new THREE.ArrowHelper(normal, geo.vertices[tri[n]], 10, Color.green); lineMesh.Add(arrow); } } AddRenderLineObject(lineMesh.geo, wireMaterial, new Vector3(-200, 0, 0)); }
// Use this for initialization protected override void Init() { base.Init(); THREE.MeshThreeJs drawNormalMesh; THREE.MeshThreeJs threeMesh; threeMesh = new THREE.MeshThreeJs(new THREE.SphereGeometry(75, 20, 10), material); threeMesh.position = new Vector3(-400, 0, 200); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.IcosahedronGeometry(75, 1), material); threeMesh.position = new Vector3(-200, 0, 200); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.OctahedronGeometry(75, 2), material); threeMesh.position = new Vector3(0, 0, 200); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.TetrahedronGeometry(75, 0), material); threeMesh.position = new Vector3(200, 0, 200); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.PlaneGeometry(100, 100, 4, 4), material); threeMesh.position = new Vector3(-400, 0, 0); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.BoxGeometry(100, 100, 100, 4, 4, 4), material); threeMesh.position = new Vector3(-200, 0, 0); scene.Add(threeMesh); drawNormalMesh = threeMesh; // Draw Normal Mesh threeMesh = new THREE.MeshThreeJs(new THREE.CircleGeometry(50, 20, 0, Mathf.PI * 2), material); threeMesh.position = new Vector3(0, 0, 0); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.RingGeometry(10, 50, 20, 5, 0, Mathf.PI * 2), material); threeMesh.position = new Vector3(200, 0, 0); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.CylinderGeometry(25, 75, 100, 40, 5, false), material); threeMesh.position = new Vector3(400, 0, 0); scene.Add(threeMesh); // List <Vector3> points = new List <Vector3>(); for (var i = 0; i < 50; i++) { points.Add(new Vector3(Mathf.Sin(i * 0.2f) * Mathf.Sin(i * 0.1f) * 15 + 50, 0, (i - 5) * 2)); } threeMesh = new THREE.MeshThreeJs(new THREE.LatheGeometry(points, 20), material); threeMesh.position = new Vector3(-400, 0, -200); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.TorusGeometry(50, 20, 20, 20), material); threeMesh.position = new Vector3(-200, 0, -200); scene.Add(threeMesh); threeMesh = new THREE.MeshThreeJs(new THREE.TorusKnotGeometry(50, 10, 50, 20), material); threeMesh.position = new Vector3(0, 0, -200); scene.Add(threeMesh); /* * threeMesh = new THREE.AxisHelper( 50 ); * threeMesh.position.set( 200, 0, -200 ); * scene.Add( threeMesh ); * * threeMesh = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50 ); * threeMesh.position.set( 400, 0, -200 ); * scene.Add( threeMesh ); */ THREE.Line lineMesh = new THREE.Line(new THREE.Geometry(), wireMaterial); lineMesh.position = drawNormalMesh.position; THREE.Geometry geo = drawNormalMesh.geo; for (int i = 0; i < geo.faces.Count; i++) { THREE.Face3 _face = geo.faces[i]; int[] tri = _face.GetTriangles(); for (int n = 0; n < tri.Length; n++) { Vector3 normal = _face.vertexNormals[n]; THREE.ArrowHelper arrow = new THREE.ArrowHelper(normal, geo.vertices[tri[n]], 10, Color.green); lineMesh.Add(arrow); } } scene.Add(lineMesh); }