MultiMaterial with Custom Geometry

by 蔡 育曄

HTML

<div id="info">Multi-material with Custom Geometry
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">


</script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  overflow: hidden;
}

JavaScript

var camera, scene, renderer, mesh, controls;

init();
animate();

function buildModel() {

  var materialArray = [
    new THREE.MeshBasicMaterial({ // +x
      color: 0x009900,
      side: THREE.BackSide
    }),
    new THREE.MeshBasicMaterial({ // -x
      color: 0x880088,
      side: THREE.BackSide
    }),
    new THREE.MeshBasicMaterial({ // +y
      color: 0x999999,
      side: THREE.BackSide

    }),
    new THREE.MeshBasicMaterial({ // -Y
      color: 0x990000,
      wireframe: true,
      visible: false
    }),
    new THREE.MeshBasicMaterial({ // +z
      color: 0x009999,
      side: THREE.BackSide

    }),
    new THREE.MeshBasicMaterial({ // -Z
      color: 0xFFFF00,
      side: THREE.BackSide
    })
  ];

  var material = new THREE.MultiMaterial(materialArray);
  cube = new THREE.Mesh(new THREE.BoxGeometry(100, 100, 100), material);
  // the "new format": not yet work ...
  //cube = new THREE.Mesh (geometry, materialArray);

  return cube;

}

function init() {

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
  camera.position.z = 250;
  scene.add(camera);

  var gridXZ = new THREE.GridHelper(100, 10, 'red', 'white');
  scene.add(gridXZ);
  gridXZ.position.y = -50;

  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
  //renderer.setClearColor(0x888888);

  controls = new THREE.OrbitControls(camera, renderer.domElement);

  document.body.appendChild(renderer.domElement);
  ////////////////////////////////////////////////////////////////////////
  mesh = buildModel();
  scene.add(mesh);

}

function animate() {

  controls.update();

  requestAnimationFrame(animate);
  render();
}

function render() {
  renderer.render(scene, camera);
}