我已经基于“平面几何”为Three.js创建了一个自定义几何函数。
一切正常,除了我不知道如何正确显示紫外线。
我每平方使用4个三角形,而THREE.PlaneGeometry仅每平方使用2个三角形。

PlaneGeometry UV的代码如下所示:

var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );


我的代码在源代码中:

var uva = new THREE.Vector2( a );
var uvb = new THREE.Vector2( b );
var uvc = new THREE.Vector2( c );
var uvd = new THREE.Vector2( d );
var uve = new THREE.Vector2( e );


显然那是错误的。但是我尝试使用PlaneGeometry代码,但得到了奇怪的失真,并且不确定如何计算正确的位置。
这个:

var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
var uvd = new THREE.Vector2( (( ix ) / gridX) + gridX, 1 - iz / gridZ );
var uve = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );


给我这个:BAD UV

我在THREE.JS ChatRoom中得到了某种答案,但我听不懂,因此该人也没有详细说明...


  (Q).. UV的Vector2是否不应该与顶点位于同一位置?
  
  (A)没有UV是可以映射到纹理的向量
  具有512x512的纹理以及[0.25,0.75]的UV,它将映射到
  纹理中位于每个顶点256、768的像素具有uv
  这意味着该顶点将映射到如上所述的纹理中
   这是针对顶点的每个面以及
  然后使用这三个uvs对人脸进行插值


因此,这并没有消除我的困惑。.我不理解[0.25,0.75]部分。或者每个顶点都有纹理。点如何具有纹理。

有人能指出我正确的方向吗?
我需要知道的是紫外线的位置。但是一个例子会很棒。

如果您想看一下,这里是消息来源:

THREE.DiamondGeometry = function ( width, height, widthSegments, heightSegments ) {

    THREE.Geometry.call( this );

    this.width = width;
    this.height = height;

    this.widthSegments = widthSegments || 1;
    this.heightSegments = heightSegments || 2;

    var long_row = this.widthSegments + 1;
    var short_row = this.widthSegments;
    // First Row is the long_row, the ternary statement will toggle this.
    var current_row = short_row;
    var gridY = 0;
    var vX = width / 2, vY = height / 2;

    var ix, iz;
    var width_half = width / 2;
    var height_half = height / 2;

    var gridX = this.widthSegments;
    var gridZ = this.heightSegments;

    var gridX1 = gridX + 1;
    var gridZ1 = gridZ + ( gridZ - 2) + 1;

    var segment_width = this.width / gridX;
    var segment_height = this.height / gridZ;

    var normal = new THREE.Vector3( 0, 0, 1 );
                     // Height Segments Verticies
    for ( iz = 0; iz < (gridZ1 + 1) * 2; iz ++ ) {
        // Ternary Operator:
        current_row === long_row ? (current_row = short_row, vX = width_half - (segment_width / 2) ) : (current_row = long_row, vX = width_half );
                        // Width Segment Verticies
        for ( ix = 0; ix < current_row; ix ++ ) {

            var x = ix * segment_width - vX ;
            var y = (iz * segment_height - vY) / 2 - (vY / 2);

            this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
        }
    }

    for ( iz = 0; iz < gridZ ; iz ++ ) {

            for ( ix = 0; ix < gridX; ix ++ ) {
                var a = ix + gridX * iz + (iz * gridX1) ;
                var b = a + 1;
                var c = a  + gridX1;
                var d = c + gridX;
                var e = d + 1;

                // THIS IS THE BAD PART THAT I NEED TO CALCULATE THE UV POSITIONS FOR:
                var uva = new THREE.Vector2( a );
                var uvb = new THREE.Vector2( b );
                var uvc = new THREE.Vector2( c );
                var uvd = new THREE.Vector2( d );
                var uve = new THREE.Vector2( e );



                // UP
                var face = new THREE.Face3( c, b, a );
                face.normal.copy( normal );
                face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );

                this.faces.push( face );
                this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc ] );

                // DOWN
                face = new THREE.Face3( e, c, d );
                face.normal.copy( normal );
                face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );

                this.faces.push( face );
                this.faceVertexUvs[ 0 ].push( [ uvd, uvc.clone(), uve ] );

                // LEFT
                face = new THREE.Face3( d, c, a );
                face.normal.copy( normal );
                face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );

                this.faces.push( face );
                this.faceVertexUvs[ 0 ].push( [ uva.clone(), uvc.clone(), uvd.clone() ] );

                // RIGHT
                face = new THREE.Face3( e, b, c );
                face.normal.copy( normal );
                face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );

                this.faces.push( face );
                this.faceVertexUvs[ 0 ].push( [ uvc.clone(), uvb.clone(), uve.clone() ] );

            }

    }

    this.computeCentroids();

};

THREE.DiamondGeometry.prototype = Object.create( THREE.Geometry.prototype );

最佳答案

看到这张图片:
http://cgkit.sourceforge.net/tutorials/_images/uvmap.png
如此处所述,对于没有纹理重复的1个纹理,UV坐标在(0,0)到(1,1)的范围内。如果您有一个四边形平面并将UV分配给顶点(如图像中所示),则整个纹理将显示在四边形上。如果您添加了边缘环/对例如四边形进行细分的四边形,但是仍然希望不重复地强制显示纹理,则需要计算介于两个顶点之间在UV空间中的值。例如,中间的顶点(来自镶嵌效果)现在是UV(0.5,0.5)
中段顶部的那个是(0,0.5)。看看PlaneGeometry是如何做到的,并尝试从中学习^^

关于javascript - (Three.js)正确自定义网格UV显示纹理,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/19798637/

10-12 02:28