Reputation: 1
I am using threejs to build a map application, and I need to make all building models translucent, but in this case, the transparent buildings will overlap, resulting in a confusing display effect, as shown in the following figure
The effect I hope to achieve is similar to the example on mapboxgl, the nearby buildings can directly block the buildings behind, which is much more refreshing
How can this be done?
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
scene.background = new THREE.Color( 0x4186D1 );
// scene.fog = new THREE.FogExp2( 0x4186D1, 0.002 );
scene.fog = new THREE.Fog( 0x4186D1, 800, 1800 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 400, 200, 0 );
// controls
controls = new MapControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
geometry.translate( 0, 0.5, 0 );
const material = new THREE.MeshPhongMaterial( { color: 0xffffff, transparent: true, opacity: 0.7, flatShading: true } );
for ( let i = 0; i < 500; i ++ ) {
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 1600 - 800;
mesh.position.y = 0;
mesh.position.z = Math.random() * 1600 - 800;
mesh.scale.x = 20;
mesh.scale.y = Math.random() * 80 + 10;
mesh.scale.z = 20;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add( mesh );
}
// lights
const dirLight1 = new THREE.DirectionalLight( 0xffffff );
dirLight1.position.set( 1, 1, 1 );
scene.add( dirLight1 );
const dirLight2 = new THREE.DirectionalLight( 0x002288 );
dirLight2.position.set( - 1, - 1, - 1 );
scene.add( dirLight2 );
const ambientLight = new THREE.AmbientLight( 0x222222 );
scene.add( ambientLight );
//
window.addEventListener( 'resize', onWindowResize );
const gui = new GUI();
gui.add( controls, 'screenSpacePanning' );
Upvotes: 0
Views: 649