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javascript - 具有自定义几何体的网格的 Three.js 纹理

转载 作者:行者123 更新时间:2023-11-29 22:16:44 26 4
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我正在尝试创建一个房屋几何图形并将不同的纹理附加到几何图形的表面。我正在使用 r55。问题是带有从纹理创建的 Material 的面不会出现。然而,确实出现了具有简单颜色 Material 的面孔。如果我用简单的颜色 Material 替换从 roofTexture 生成的 Material ,使用该 Material 的面也会正确显示。

这是我的代码的相关部分:

var geom = new THREE.Geometry();

// Load the roof texture
var roofTexture = new THREE.ImageUtils.loadTexture('gfx/textures/roof.jpg');

// Let the roof texture repeat itself
roofTexture.wrapS = roofTexture.wrapT = THREE.RepeatWrapping;
roofTexture.repeat.set(10, 10);

// Materials
var materialArray = [];
materialArray.push(new THREE.MeshLambertMaterial({color: 0xD3E3F0 }));
materialArray.push(new THREE.MeshLambertMaterial({map: roofTexture}));

// Base edges
var edge0 = new THREE.Vector2(obj.ridgeLength/2, -obj.buildingDepth/2);
var edge1 = new THREE.Vector2(obj.ridgeLength/2, obj.buildingDepth/2);
var edge2 = new THREE.Vector2(-obj.ridgeLength/2, obj.buildingDepth/2);
var edge3 = new THREE.Vector2(-obj.ridgeLength/2, -obj.buildingDepth/2);

// Floor
geom.vertices.push(new THREE.Vector3(edge0.x, -1, edge0.y));
geom.vertices.push(new THREE.Vector3(edge1.x, -1, edge1.y));
geom.vertices.push(new THREE.Vector3(edge2.x, -1, edge2.y));
geom.vertices.push(new THREE.Vector3(edge3.x, -1, edge3.y));

// Eave
geom.vertices.push(new THREE.Vector3(edge0.x, obj.eaveHeight, edge0.y));
geom.vertices.push(new THREE.Vector3(edge1.x, obj.eaveHeight, edge1.y));
geom.vertices.push(new THREE.Vector3(edge2.x, obj.eaveHeight, edge2.y));
geom.vertices.push(new THREE.Vector3(edge3.x, obj.eaveHeight, edge3.y));

// Ridge
geom.vertices.push(new THREE.Vector3(obj.ridgeLength/2, obj.ridgeHeight, 0));
geom.vertices.push(new THREE.Vector3(-obj.ridgeLength/2, obj.ridgeHeight, 0));


// Ground
geom.faces.push( new THREE.Face4(0, 0, 0, 0) );

// Front
geom.faces.push( new THREE.Face4(0, 3, 7, 4) );

// Left side
geom.faces.push( new THREE.Face4(0, 4, 5, 1) );

// Back
geom.faces.push( new THREE.Face4(1, 5, 6, 2) );

// Right side
geom.faces.push( new THREE.Face4(2, 6, 7, 3) );

// Left triangle
geom.faces.push( new THREE.Face3(4, 8, 5));

// Right triangle
geom.faces.push( new THREE.Face3(6, 9, 7));

// Front roof
geom.faces.push( new THREE.Face4(7, 9, 8, 4) );

// Back roof
geom.faces.push( new THREE.Face4(5, 8, 9, 6) );

// Assign materials to the faces
geom.faces[0].materialIndex = 0;
geom.faces[1].materialIndex = 0;
geom.faces[2].materialIndex = 0;
geom.faces[3].materialIndex = 0;
geom.faces[4].materialIndex = 0;
geom.faces[5].materialIndex = 0;
geom.faces[6].materialIndex = 0;
geom.faces[7].materialIndex = 1;
geom.faces[8].materialIndex = 1;

geom.computeFaceNormals();

obj.house = new THREE.Mesh( geom, new THREE.MeshFaceMaterial(materialArray) );
obj.house.doubleSided = true;
obj.house.castShadow = true;
obj.sun.shadowDarkness = 1.0;
obj.scene.add(obj.house);

我做错了什么?

最佳答案

您缺少几何体上的 UV 坐标。 UV 坐标从 0 到 1,因此由于您自己创建几何体,您可以在左下角分配 UV (0.0, 0.0)、右下角 (1.0, 0.0)、左上角 (0.0, 1.0) 和右上角 ( 1.0, 1.0).您可以查看 PlaneGeometry.js 文件以了解 UV 的分配方式。

关于javascript - 具有自定义几何体的网格的 Three.js 纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14716128/

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