挤出几何体ThreeJS上的纹理映射

时间:2013-01-31 09:14:40

标签: three.js uv-mapping

我在ThreeJS上使用拉伸几何创建随机形状,现在我想在其上应用纹理,但结果很难看。我无法弄清楚如何生成UVMapping以正确显示纹理。

我摆弄了我的问题: http://jsfiddle.net/PsBtn/8/

在左侧网格上,一个面部没有正确纹理,因为面部是平的,我希望纹理不会歪斜。

在右侧,旋转纹理,但我不想要这个结果。

是否有一种自动生成UVMapping的方法,以便在这两个网格上获得相同的纹理渲染(Extrude Geometry)?

以下是我生成网格的方法:

var points = []

points.push(new THREE.Vector2(-1000, -700));
points.push(new THREE.Vector2(-1000, -300));
points.push(new THREE.Vector2(-300, -300));
points.push(new THREE.Vector2(-300, -500));

shape = new THREE.Shape(points);
var geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings),
    texture = new THREE.Texture(canvas);
texture.needsUpdate = true;

var material = new THREE.MeshBasicMaterial({
    color: 0xFF00FF,
    map: texture
});

geometry.faceUvs = [[]];
geometry.faceVertexUvs = [[]];

for (var f = 0; f < geometry.faces.length; f++) {

    var faceuv = [
        new THREE.Vector2(0, 1),
        new THREE.Vector2(1, 1),
        new THREE.Vector2(1, 0),
        new THREE.Vector2(0, 0)
    ];

    geometry.faceUvs[0].push(new THREE.Vector2(0, 1));
    geometry.faceVertexUvs[0].push(faceuv);
}

mesh = THREE.SceneUtils.createMultiMaterialObject(geometry, [material, new     THREE.MeshBasicMaterial({
    color: 0x000000,
    wireframe: true,
    transparent: true
})]);
mesh.position.z = -100;
mesh.position.y = 200;
scene.add(mesh);

1 个答案:

答案 0 :(得分:1)

我找到了一个解决方案,我必须从我的自定义表单中计算uv。这个网页非常有用:

http://paulyg.f2s.com/uv.htm