【发布时间】:2013-11-06 17:28:48
【问题描述】:
我为 Three.js 创建了一个基于平面几何的自定义几何函数。 一切正常,除了我不知道如何正确显示紫外线。 我每个正方形使用 4 个三角形,而 THREE.PlaneGeometry 每个正方形只使用 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 );
还有我在源代码中的代码:
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 );
显然这是错误的。但是我尝试使用 PlaneGeometry 代码,但我得到了奇怪的扭曲,我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聊天室里得到了某种答案,但我没看懂,那个人也没有细说……
(Q) 那么.. UV 的 Vector2 不应该与顶点的位置相同吗?
(A) 不,UV 是一个映射到纹理的向量,如果你 具有 512x512 纹理和 [0.25, 0.75] 的 UV,它将映射到 纹理中的像素 256, 768 每个顶点都有一个 uv 这意味着这个顶点映射到上面解释的纹理中 这是针对顶点的每个面以及顶点中的所有片段完成的 然后使用这三个 uv 对人脸进行插值
所以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。一个点怎么会有纹理。
有人可以指出我正确的方向吗? 我只需要知道紫外线是如何定位的。但是举个例子就好了。
如果你想看看,这里是来源:
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 );
【问题讨论】:
标签: javascript 3d three.js texture-mapping