functiondraw_chinaWindPowerStation(){ chinaWindPowerStationConeGroup.children = [] chinaWindPowerStationCylinderGroup.children = [] for(var i = 0; i < chinaVector3WindPowerStation.length; i++){ var r = 0.3 var l = 4 var h = 10 var x = chinaVector3WindPowerStation[i][0] var y = chinaVector3WindPowerStation[i][1]
// 正方体 var geometry = new THREE.BoxGeometry( 1, 1, 1 ); var material = new THREE.MeshStandardMaterial( {color: "#fff", transparent: true, opacity: 0} ); var cube1 = new THREE.Mesh( geometry, material ) cube1.position.x = x cube1.position.y = y cube1.position.z = 6.5+h
// 圆锥 var geometry = new THREE.ConeBufferGeometry( r, l, 32 ); var material = new THREE.MeshStandardMaterial( {color: "#fff"} ); var cone = new THREE.Mesh( geometry, material ) cone.position.set(0,l/2,0) cone.castShadow = true cone.receiveShadow = true
// 将圆锥加入到正方体中,旋转正方体时,圆锥一起旋转 cube1.add(cone) cube1.rotation.z = 0 cube1.rotation.y = Math.PI/2 var cube2 = cube1.clone() cube2.rotation.z = Math.PI*2/3 var cube3 = cube1.clone() cube3.rotation.z = Math.PI*4/3 chinaWindPowerStationConeGroup.add(cube1) chinaWindPowerStationConeGroup.add(cube2) chinaWindPowerStationConeGroup.add(cube3) var geometry = new THREE.CylinderGeometry( r/2, r, h, 32 ) var material = new THREE.MeshStandardMaterial( {color: "#fff"} ) var cylinder = new THREE.Mesh( geometry, material ) cylinder.position.set(x,y,6.5+h/2) cylinder.rotation.z = Math.PI/2 cylinder.rotation.y = Math.PI/2 chinaWindPowerStationCylinderGroup.add(cylinder) } scene.add(chinaWindPowerStationConeGroup) scene.add(chinaWindPowerStationCylinderGroup) }