问题描述
我正在尝试从非索引的 BufferGeometry 开始平滑网格的法线.之前已经回答过这个问题 但是 Three.js api 自那以后发生了很大变化我不能让它在 r130 上工作
I'm trying to smooth the normals of a mesh starting from a non indexed BufferGeometry.This question has been answered before however the Three.js api has changed substantially since and I can't get it to work on r130
据我所知,我需要先合并顶点以获得索引的 BufferGeometry 然后重新计算法线,但它似乎不起作用.
From what I've understood, I need to first merge the vertices to get an indexed BufferGeometry then re-compute the normals, but it doesn't seem to work.
这是一个使用默认立方体的最小示例:
Here is a minimal example using the defaulf cube :
// Scene
const scene = new THREE.Scene();
// Geometry
const boxGeometry = new THREE.BoxGeometry(.7,.7,.7);
// Materials
const shadedMaterial = new THREE.MeshStandardMaterial();
shadedMaterial.metalness = 0.4;
shadedMaterial.roughness = 0.4;
shadedMaterial.color = new THREE.Color(0xffffff);
// Mesh
const smoothBoxGeometry=BufferGeometryUtils
.mergeVertices(new THREE.BufferGeometry().copy(boxGeometry))
smoothBoxGeometry.computeVertexNormals();
smoothBoxGeometry.computeBoundingBox();
smoothBoxGeometry.normalizeNormals();
const box = new THREE.Mesh(smoothBoxGeometry, shadedMaterial);
scene.add(box);
我错过了什么?
推荐答案
试试看:
let camera, scene, renderer;
let mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 4;
scene = new THREE.Scene();
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const dirLight = new THREE.DirectionalLight(0xffffff);
dirLight.position.set(-3, 10, -10);
scene.add(dirLight);
let geometry = new THREE.BoxGeometry();
geometry.deleteAttribute('normal');
geometry.deleteAttribute('uv');
geometry = THREE.BufferGeometryUtils.mergeVertices(geometry);
geometry.computeVertexNormals();
const material = new THREE.MeshStandardMaterial();
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>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/utils/BufferGeometryUtils.js"></script>
BufferGeometryUtils.mergeVertices()
只有在顶点数据相同时才能执行合并.为了确保这一点,需要删除现有的 normal 和 uv 属性.
BufferGeometryUtils.mergeVertices()
can only perform the merge if vertex data are identical. To ensure this, it is necessary to remove the existing normal and uv attribute.
这篇关于Three.js:在非索引 BufferGeometry 上平滑法线的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!