I have searched on this and found several examples on stackoverflow, but the answers have not solved my problem.
What I have tried:
First I create the geometry bucket to be used for the group and an array to store my materials.
var totalGeom = new THREE.Geometry();
var materials = [];
I then run through my data (strData) with a for loop and call addMapMarker3d.
for(var i=0; i<strData.length;i++){
addMapMarker3d([strData[i].lat,strData[i].lon], strData[i].time, measureColors[i]);
}
The addMapMarker3d function is as follows:
addMapMarker3d = function(latLng, height, color){
var max = 600;
var dist = 25;
var opacity = (height/max);
var geometry = new THREE.BoxGeometry( Math.floor(dist), height, Math.floor(dist));
//create the material and add it to the materials array
var material = new THREE.MeshBasicMaterial({ transparent:true, color: Number(color), opacity:opacity});
this.materials.push(material);
//create a mesh from the geometry and material.
var cube = new THREE.Mesh( geometry, material);
//leaf is a simple lat/lng to pixel position converter
var actualMarkerPos = leaf.getPoint(latLng);
//apply the position on a 5000x5000 cartesian plane
var extent = 5000;
cube.position.setZ((actualMarkerPos[1] * extent) - extent/2);
cube.position.setX(-((actualMarkerPos[0] * extent) - extent/2));
cube.position.setY(height/2);
//update the matrix and add the cube to the totalGeom bucket
cube.updateMatrix();
totalGeom.merge( cube.geometry, cube.matrix);
}
After the for loop runs and all the cubes are created:
var mats = new THREE.MeshFaceMaterial(materials)
var total = new THREE.Mesh(totalGeom, mats);
world.scene.add(total);
The question
While the geometry merge functions, and my view port is running at a much improved FPS, all the cubes have exactly the same color and opacity. It appears the merge is using a single material of the 10k I supplied. Is there some way to ensure that the geometry uses the material supplied in the array? Am I doing something incorrect?
If I try this in addMapMarker3d:
totalGeom.merge( cube.geometry, cube.matrix, materials.length-1);
I get "Uncaught TypeError: Cannot read property 'transparent' of undefined" and nothing renders, which I don't understand, because by the examples, each geometry should index to a material in the materials array.
three.js r.70
The following technique uses just one material, but allows you to retain the individual color of each merged object. I don't know if it's possible to retain the individual alpha of each merged object.
http://jsfiddle.net/looshi/nsknn53p/61/
For each mesh, set each of its geometry.faces color :
function makeCube(size, color) {
var geom = new THREE.BoxGeometry(size, size, size);
for (var i = 0; i < geom.faces.length; i++) {
face = geom.faces[i];
face.color.setHex(color);
}
var cube = new THREE.Mesh(geom);
return cube;
}
Then, in the parent geometry you are going to mesh into, set its material vertexColors property.
var parentGeometry = new THREE.Geometry();
var parentMatrial = new THREE.MeshLambertMaterial({
color: 0xffffff,
shading: THREE.SmoothShading,
vertexColors: THREE.VertexColors
});
// in a loop you could create many objects and merge them
for (var i = 0; i < 1000; i++) {
cube = makeCube(size, color);
cube.position.set(x, y, z);
cube.rotation.set(rotation,rotation,rotation);
cube.updateMatrix()
parentGeometry.merge(cube.geometry, cube.matrix);
}
// after you're done creating objects and merging them, add the parent to the scene
parentMesh = new THREE.Mesh(parentGeometry, parentMatrial);
scene.add(parentMesh);
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