在这里,我有一个有四个顶点和四个面的几何(金字塔) -
var geom = new THREE.Geometry();
geom.vertices.push(new THREE.Vector3(0,100,0), new THREE.Vector3(-100,-100,100), new THREE.Vector3(0,-100,-100), new THREE.Vector3(100,-100,100));
geom.faces.push( new THREE.Face3( 0, 2, 1), new THREE.Face3( 0, 1, 3), new THREE.Face3( 0, 3, 2), new THREE.Face3( 1, 2, 3) );
geom.computeFaceNormals();
这是我的RawShaderMaterial -
var geomMaterial = new THREE.RawShaderMaterial({
vertexShader: [
'precision highp float;',
'precision highp int;',
'uniform mat4 modelViewMatrix;',
'uniform mat4 projectionMatrix;',
'attribute vec3 position;',
'attribute vec2 uv;',
'varying vec2 interpolatedUV;',
'void main() {',
'interpolatedUV = uv;',
'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join('\n'),
fragmentShader: [
'precision highp float;',
'precision highp int;',
'uniform sampler2D texSampler;',
'varying vec2 interpolatedUV;',
'void main() {',
'gl_FragColor = texture2D(texSampler, interpolatedUV);',
'}'
].join('\n'),
uniforms: {
texSampler: {
type: 't',
value: new THREE.ImageUtils.loadTexture("images/test.png")
}
}
});
“images / test.png”可从脚本中访问。这对我来说似乎微不足道,但质地根本没有出现。我只能看到一个白色的金字塔。
你能告诉我它究竟出了什么问题吗?
更新
在挖掘之后,我发现我必须为我创建的自定义几何体提供UV贴图。所以我这样添加了它 -
var uvs = [];
uvs.push(new THREE.Vector2(0.5, 1.0));
uvs.push(new THREE.Vector2(0.5, 0.0));
uvs.push(new THREE.Vector2(0.0, 0.0));
uvs.push(new THREE.Vector2(1.0, 0.0));
geom.faces.push( new THREE.Face3( 0, 2, 1));
geom.faceVertexUvs[0].push(uvs[0], uvs[2], uvs[1]);
geom.faces.push( new THREE.Face3( 0, 1, 3));
geom.faceVertexUvs[0].push(uvs[0], uvs[1], uvs[3]);
geom.faces.push( new THREE.Face3( 0, 3, 2));
geom.faceVertexUvs[0].push(uvs[0], uvs[3], uvs[2]);
geom.faces.push( new THREE.Face3( 1, 2, 3));
geom.faceVertexUvs[0].push(uvs[1], uvs[2], uvs[3]);
但它仍然显示白色金字塔。而且我现在也得到了这个错误 -
THREE.BufferAttribute.copyVector2sArray():vector未定义0 THREE.BufferAttribute.copyVector2sArray():vector未定义1 THREE.BufferAttribute.copyVector2sArray():vector未定义2 THREE.BufferAttribute.copyVector2sArray():vector未定义3 THREE.BufferAttribute.copyVector2sArray():vector未定义4 THREE.BufferAttribute.copyVector2sArray():vector未定义5 THREE.BufferAttribute.copyVector2sArray():vector未定义6 THREE.BufferAttribute.copyVector2sArray():vector未定义7 THREE.BufferAttribute.copyVector2sArray():vector未定义8 THREE.BufferAttribute.copyVector2sArray():vector未定义9 THREE.BufferAttribute.copyVector2sArray():vector未定义10 THREE.BufferAttribute.copyVector2sArray():vector未定义11
有什么想法吗?
答案 0 :(得分:5)
调试Three.js的代码后,我发现了问题。我写下来作为答案,因为其他人可能会遇到同样的问题。
Three.js将Geometry.faceVertexUvs视为一组UV的数组,其中每个集合代表单个面的所有UV。下面是代码片段,它们从Geometry.faceVertexUvs中获取UV -
if(!0===e){
w=d[0][k];// here d=Geometry.faceVertexUvs and k=the index of the face
if(void 0!==w)
this.uvs.push(w[0],w[1],w[2]);
else{
console.warn("THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ", k);
this.uvs.push(new THREE.Vector2,new THREE.Vector2,new THREE.Vector2);
}
}
因此,解决方案是将Geometry.faceVertexUvs作为FaceUvs数组提供。这是我粗略的解决方案 -
var faceUvs = [[],[],[],[]];
faceUvs[0].push(uvs[0], uvs[2], uvs[1]);
faceUvs[1].push(uvs[0], uvs[1], uvs[3]);
faceUvs[2].push(uvs[0], uvs[3], uvs[2]);
faceUvs[3].push(uvs[1], uvs[2], uvs[3]);
geom.faceVertexUvs[0].push(faceUvs[0]);
geom.faceVertexUvs[0].push(faceUvs[1]);
geom.faceVertexUvs[0].push(faceUvs[2]);
geom.faceVertexUvs[0].push(faceUvs[3]);