用在Geometry中。为所有的标准几何体自动创建,当你需要自定义几何体的时候需要手动创建
Face3( a : Integer, b : Integer, c : Integer, normal : Vector3, color : Color, materialIndex : Integer )
a/b/c 顶点序号
normal — (optional) new THREE.Vector3( 0, 1, 0 ) .Face normal (Vector3) or array of vertex normals. If a single vector is passed in, this sets .normal, otherwise if an array of three vectors is passed in this sets .vertexNormals
color — (optional) new THREE.Color( 0xffaa00 ). Face color or array of vertex colors. If a single vector is passed in, this sets .color, otherwise if an array of three vectors is passed in this sets .vertexColors
materialIndex — (optional) which index of an array of materials to associate with the face.
存储特性(定点,位置,面,颜色等)
Geometry()
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( -10, 10, 0 ),
new THREE.Vector3( -10, -10, 0 ),
new THREE.Vector3( 10, -10, 0 )
);
geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
geometry.computeBoundingSphere();
相对应各个类的实例,
意味着可能具有不同类型的多个属性(例如,位置,法线,紫外线,颜色)被打包到单个阵列缓冲器中