{ geometries: (5) [{…}, {…}, {…}, {…}, {…}] images: (20) [{…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}] materials: (21) [{…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}] textures: (20) [{…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {...} }在for(let i = 0; i < sceneData.scene.object.children.length; i++){}中分为sceneData.scene.object.children.length份,并添加到sceneData.scene.object.children中
时间: 2023-07-24 12:44:30 浏览: 47
turf-to-geometries:将任意 GeoJSON 转换为几何图形
好的,您想问的是如何将场景数据中的几何体、图像、材质和纹理对象分别添加到场景对象的子元素中是吗?
可以使用for循环遍历场景数据中的几何体、图像、材质和纹理对象数组,并将它们分别添加到场景对象的子元素中。代码示例如下:
```javascript
for(let i = 0; i < sceneData.geometries.length; i++){
sceneData.scene.object.children.push(sceneData.geometries[i]);
}
for(let i = 0; i < sceneData.images.length; i++){
sceneData.scene.object.children.push(sceneData.images[i]);
}
for(let i = 0; i < sceneData.materials.length; i++){
sceneData.scene.object.children.push(sceneData.materials[i]);
}
for(let i = 0; i < sceneData.textures.length; i++){
sceneData.scene.object.children.push(sceneData.textures[i]);
}
```
这样,场景数据中的几何体、图像、材质和纹理对象就会被添加到场景对象的子元素中。
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