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colorsthree.jsface

Coloring faces of a Three.js BoxGeometry


I saw some solutions that accessed the THREE.BoxGeometry faces like that:

var geometry = new THREE.BoxGeometry(n,n,n)
let faces = geometry.faces;
for (let face of faces) {
  face.color.set(Math.random() * 0xffffff);
}

But it seems that the faces-array doesn't exist in the current Three.js version r129 (Uncaught TypeError: faces is not iterable).

How can I achieve an easy coloring of the six cube faces?


Solution

  • Try it like so:

    let camera, scene, renderer, mesh;
    
    init();
    animate();
    
    function init() {
    
        camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
        camera.position.z = 1;
    
        scene = new THREE.Scene();
    
        const geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 ).toNonIndexed();
            
        // vertexColors must be true so vertex colors can be used in the shader
            
        const material = new THREE.MeshBasicMaterial( { vertexColors: true } ); 
            
        // generate color data for each vertex
            
        const positionAttribute = geometry.getAttribute( 'position' );
            
        const colors = [];
        const color = new THREE.Color();
            
        for ( let i = 0; i < positionAttribute.count; i += 3 ) {
            
                color.set( Math.random() * 0xffffff );
                
                // define the same color for each vertex of a triangle
                
                colors.push( color.r, color.g, color.b );
                colors.push( color.r, color.g, color.b );
                colors.push( color.r, color.g, color.b );
            
        }
            
        // define the new attribute
            
        geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
    
        mesh = new THREE.Mesh( geometry, material );
        scene.add( mesh );
    
        renderer = new THREE.WebGLRenderer( { antialias: true } );
        renderer.setSize( window.innerWidth, window.innerHeight );
        document.body.appendChild( renderer.domElement );
    
    }
    
    function animate() {
    
        requestAnimationFrame( animate );
    
        mesh.rotation.x += 0.01;
        mesh.rotation.y += 0.02;
    
        renderer.render( scene, camera );
    
    }
    body {
          margin: 0;
    }
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.js"></script>

    The previous geometry format was removed from the core with r125. More information in the following post at the three.js forum.

    https://discourse.threejs.org/t/three-geometry-will-be-removed-from-core-with-r125/22401