问题描述
我有一个球上的三维点,并希望从该转换,到球体上的纹理UV点。
可能有人指明了正确的方向,为好吗?我可以带一个纯数学的解决方案。
编辑:
我现在有这个,不返回正确的UV坐标。p是在球面上的三维点mesh.position是球体的位置
VAR X =(p.x-mesh.position.x)/ 500;
变种Y =(p.y-mesh.position.y)/ 500;
VAR Z =(p.z-mesh.position.z)/ 500;
变种U = Math.atan2(X,Z)/(2 * Math.PI)+ 0.5;
变种V = Math.asin(Y)/ Math.PI±0.5;
有关UV映射维基百科是正确的,但是你需要计算的UV坐标网格的每个顶点。然后,你需要变换UV坐标像素坐标:完美(3D)纹理映射在OpenGL 。下面是一个其他例子: http://www.cse.msu.edu/~cse872 /tutorial4.html 。您也可以尝试three.js。您还需要物理复制UV三角形。
I have a 3d point on a sphere and want to convert from that, to a UV point on the sphere's texture.
Could someone point in the right direction for the please? I can take a pure math solution.
Edit:
I currently have this, which does not return the correct UV coordinate.p is the 3d point on the spheremesh.position is the position of the sphere
var x = (p.x-mesh.position.x)/500;
var y = (p.y-mesh.position.y)/500;
var z = (p.z-mesh.position.z)/500;
var u = Math.atan2(x, z) / (2 * Math.PI) + 0.5;
var v = Math.asin(y) / Math.PI + .5;
The Wikipedia about uv-mapping is correct however you need to compute the uv coordinate for each vertex of the mesh. Then you need to transform the uv coordinate to pixel coordinate: Perfect (3D) texture mapping in opengl. Here is an other example: http://www.cse.msu.edu/~cse872/tutorial4.html. You can also try three.js. You also need to physically copy the uv triangle.
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