I'm trying to create a right triangular prism.
Here is my code so far :
var triangleGeometry = new THREE.Geometry();
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, 1.5, 0.95));
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, -1.5, 0.95));
triangleGeometry.vertices.push(new THREE.Vector3( 1.0, -1.5, 0.95));
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, 1.5, 1.2));
triangleGeometry.vertices.push(new THREE.Vector3(-1.0, -1.5, 1.2));
triangleGeometry.vertices.push(new THREE.Vector3( 1.0, -1.5, 1.2));
triangleGeometry.faces.push(new THREE.Face3(0, 1, 2));
triangleGeometry.faces.push(new THREE.Face3(3, 4, 5));
// Points 1,4,3 and 6 form a rectangle which I'm trying to construct using triangles 0,2,5 and 0,3,5
triangleGeometry.faces.push(new THREE.Face3(0, 2, 5));
triangleGeometry.faces.push(new THREE.Face3(0, 3, 5));
var triangleMaterial = new THREE.MeshBasicMaterial({
color:0xFFFFFF,
side:THREE.DoubleSide
});
var triangleMesh = new THREE.Mesh(triangleGeometry, triangleMaterial);
triangleMesh.position.set(1, 0.0, 0.0);
scene.add(triangleMesh);
I'm able to get what I want, but I want to know if there is any other good solution to get a right triangular prism.
Create class
PrismGeometry = function ( vertices, height ) {
var Shape = new THREE.Shape();
( function f( ctx ) {
ctx.moveTo( vertices[0].x, vertices[0].y );
for (var i=1; i < vertices.length; i++) {
ctx.lineTo( vertices[i].x, vertices[i].y );
}
ctx.lineTo( vertices[0].x, vertices[0].y );
} )( Shape );
var settings = { };
settings.amount = height;
settings.bevelEnabled = false;
THREE.ExtrudeGeometry.call( this, Shape, settings );
};
PrismGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
example use
var A = new THREE.Vector2( 0, 0 );
var B = new THREE.Vector2( 30, 10 );
var C = new THREE.Vector2( 20, 50 );
var height = 12;
var geometry = new PrismGeometry( [ A, B, C ], height );
var material = new THREE.MeshPhongMaterial( { color: 0x00b2fc, specular: 0x00ffff, shininess: 20 } );
var prism1 = new THREE.Mesh( geometry, material );
prism1.rotation.x = -Math.PI / 2;
scene.add( prism1 );
Example here
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