THREE.js生成UV坐标

时间:2013-12-25 16:13:32

标签: javascript three.js geometry texture-mapping uv-mapping

我正在使用THREE.js OBJ加载器将模型导入场景。

我知道我可以很好地导入几何体,因为当我为它指定一个MeshNormalMaterial时,它显示出很棒的效果。但是,如果我使用任何需要UV坐标的东西,它会给我错误:

[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1 

我知道这是因为加载的OBJ没有UV坐标,但我想知道是否有任何方法可以生成所需的纹理坐标。我试过了

material.needsUpdate = true;
geometry.uvsNeedUpdate = true;
geometry.buffersNeedUpdate = true;

......但无济于事。

有没有办法使用three.js自动生成UV纹理,还是我必须自己分配坐标?

4 个答案:

答案 0 :(得分:41)

据我所知,没有自动计算紫外线的方法。

你必须自己计算。计算平面的紫外线非常容易,本网站解释了如何:calculating texture coordinates

对于复杂的形状,我不知道如何。也许你可以探测到平面。

修改

以下是平面(x, y, z)的示例代码,其中z = 0

geometry.computeBoundingBox();

var max = geometry.boundingBox.max,
    min = geometry.boundingBox.min;
var offset = new THREE.Vector2(0 - min.x, 0 - min.y);
var range = new THREE.Vector2(max.x - min.x, max.y - min.y);
var faces = geometry.faces;

geometry.faceVertexUvs[0] = [];

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

    var v1 = geometry.vertices[faces[i].a], 
        v2 = geometry.vertices[faces[i].b], 
        v3 = geometry.vertices[faces[i].c];

    geometry.faceVertexUvs[0].push([
        new THREE.Vector2((v1.x + offset.x)/range.x ,(v1.y + offset.y)/range.y),
        new THREE.Vector2((v2.x + offset.x)/range.x ,(v2.y + offset.y)/range.y),
        new THREE.Vector2((v3.x + offset.x)/range.x ,(v3.y + offset.y)/range.y)
    ]);
}
geometry.uvsNeedUpdate = true;

答案 1 :(得分:13)

这里的其他答案是一个很大的帮助,但不太符合我的要求,将重复的图案纹理应用于大多数平坦表面的形状的所有边。问题是仅使用x和y分量作为u和v会导致垂直表面上出现奇怪的拉伸纹理。

我的解决方案使用曲面法线来选择要映射到u和v的两个分量(x,y和z)。它仍然非常粗糙,但效果很好。

function assignUVs(geometry) {

    geometry.faceVertexUvs[0] = [];

    geometry.faces.forEach(function(face) {

        var components = ['x', 'y', 'z'].sort(function(a, b) {
            return Math.abs(face.normal[a]) > Math.abs(face.normal[b]);
        });

        var v1 = geometry.vertices[face.a];
        var v2 = geometry.vertices[face.b];
        var v3 = geometry.vertices[face.c];

        geometry.faceVertexUvs[0].push([
            new THREE.Vector2(v1[components[0]], v1[components[1]]),
            new THREE.Vector2(v2[components[0]], v2[components[1]]),
            new THREE.Vector2(v3[components[0]], v3[components[1]])
        ]);

    });

    geometry.uvsNeedUpdate = true;
}

此功能不会将UV规范化为对象的大小。将相同的纹理应用于同一场景中的不同大小的对象时,这种方法效果更好。但是,根据世界坐标系的大小,您可能还需要缩放和重复纹理:

texture.repeat.set(0.1, 0.1);
texture.wrapS = texture.wrapT = THREE.MirroredRepeatWrapping;

答案 2 :(得分:2)

这是适用于球形贴图(偏航,俯仰坐标)的通用版本,请参阅示例here,(查看 loadSuzanne 函数):

function assignUVs(geometry) {

    geometry.faceVertexUvs[0] = [];

    geometry.faces.forEach(function(face) {

        var uvs = [];
        var ids = [ 'a', 'b', 'c'];
        for( var i = 0; i < ids.length; i++ ) {
            var vertex = geometry.vertices[ face[ ids[ i ] ] ].clone();

            var n = vertex.normalize();
            var yaw = .5 - Math.atan( n.z, - n.x ) / ( 2.0 * Math.PI );
            var pitch = .5 - Math.asin( n.y ) / Math.PI;

            var u = yaw,
                v = pitch;
            uvs.push( new THREE.Vector2( u, v ) );
        }
        geometry.faceVertexUvs[ 0 ].push( uvs );
    });

    geometry.uvsNeedUpdate = true;
}

答案 3 :(得分:1)

在任何形式的three.js配置器中,框UV映射可能是最有用的东西- https://jsfiddle.net/mmalex/pcjbysn1/

该解决方案适用于带索引和非索引缓冲区几何形状的每个面。

three.js UV mapping box

用法示例:

//build some mesh
var bufferGeometry = new THREE.BufferGeometry().fromGeometry(new THREE.DodecahedronGeometry(2.5, 0));
let material = new THREE.MeshPhongMaterial({
    color: 0x10f0f0,
    map: new THREE.TextureLoader().load('http://mbnsay.com/rayys/images/1K_UV_checker.jpg')
});

//find out the dimensions, to let texture size 100% fit without stretching
bufferGeometry.computeBoundingBox();
let bboxSize = bufferGeometry.boundingBox.getSize();
let uvMapSize = Math.min(bboxSize.x, bboxSize.y, bboxSize.z);

//calculate UV coordinates, if uv attribute is not present, it will be added
applyBoxUV(bufferGeometry, new THREE.Matrix4().getInverse(cube.matrix), uvMapSize);

//let three.js know
bufferGeometry.attributes.uv.needsUpdate = true;

该示例基于applyBoxUV

的以下实现
function _applyBoxUV(geom, transformMatrix, bbox, bbox_max_size) {

    let coords = [];
    coords.length = 2 * geom.attributes.position.array.length / 3;

    // geom.removeAttribute('uv');
    if (geom.attributes.uv === undefined) {
        geom.addAttribute('uv', new THREE.Float32BufferAttribute(coords, 2));
    }

    //maps 3 verts of 1 face on the better side of the cube
    //side of the cube can be XY, XZ or YZ
    let makeUVs = function(v0, v1, v2) {

        //pre-rotate the model so that cube sides match world axis
        v0.applyMatrix4(transformMatrix);
        v1.applyMatrix4(transformMatrix);
        v2.applyMatrix4(transformMatrix);

        //get normal of the face, to know into which cube side it maps better
        let n = new THREE.Vector3();
        n.crossVectors(v1.clone().sub(v0), v1.clone().sub(v2)).normalize();

        n.x = Math.abs(n.x);
        n.y = Math.abs(n.y);
        n.z = Math.abs(n.z);

        let uv0 = new THREE.Vector2();
        let uv1 = new THREE.Vector2();
        let uv2 = new THREE.Vector2();
        // xz mapping
        if (n.y > n.x && n.y > n.z) {
            uv0.x = (v0.x - bbox.min.x) / bbox_max_size;
            uv0.y = (bbox.max.z - v0.z) / bbox_max_size;

            uv1.x = (v1.x - bbox.min.x) / bbox_max_size;
            uv1.y = (bbox.max.z - v1.z) / bbox_max_size;

            uv2.x = (v2.x - bbox.min.x) / bbox_max_size;
            uv2.y = (bbox.max.z - v2.z) / bbox_max_size;
        } else
        if (n.x > n.y && n.x > n.z) {
            uv0.x = (v0.z - bbox.min.z) / bbox_max_size;
            uv0.y = (v0.y - bbox.min.y) / bbox_max_size;

            uv1.x = (v1.z - bbox.min.z) / bbox_max_size;
            uv1.y = (v1.y - bbox.min.y) / bbox_max_size;

            uv2.x = (v2.z - bbox.min.z) / bbox_max_size;
            uv2.y = (v2.y - bbox.min.y) / bbox_max_size;
        } else
        if (n.z > n.y && n.z > n.x) {
            uv0.x = (v0.x - bbox.min.x) / bbox_max_size;
            uv0.y = (v0.y - bbox.min.y) / bbox_max_size;

            uv1.x = (v1.x - bbox.min.x) / bbox_max_size;
            uv1.y = (v1.y - bbox.min.y) / bbox_max_size;

            uv2.x = (v2.x - bbox.min.x) / bbox_max_size;
            uv2.y = (v2.y - bbox.min.y) / bbox_max_size;
        }

        return {
            uv0: uv0,
            uv1: uv1,
            uv2: uv2
        };
    };

    if (geom.index) { // is it indexed buffer geometry?
        for (let vi = 0; vi < geom.index.array.length; vi += 3) {
            let idx0 = geom.index.array[vi];
            let idx1 = geom.index.array[vi + 1];
            let idx2 = geom.index.array[vi + 2];

            let vx0 = geom.attributes.position.array[3 * idx0];
            let vy0 = geom.attributes.position.array[3 * idx0 + 1];
            let vz0 = geom.attributes.position.array[3 * idx0 + 2];

            let vx1 = geom.attributes.position.array[3 * idx1];
            let vy1 = geom.attributes.position.array[3 * idx1 + 1];
            let vz1 = geom.attributes.position.array[3 * idx1 + 2];

            let vx2 = geom.attributes.position.array[3 * idx2];
            let vy2 = geom.attributes.position.array[3 * idx2 + 1];
            let vz2 = geom.attributes.position.array[3 * idx2 + 2];

            let v0 = new THREE.Vector3(vx0, vy0, vz0);
            let v1 = new THREE.Vector3(vx1, vy1, vz1);
            let v2 = new THREE.Vector3(vx2, vy2, vz2);

            let uvs = makeUVs(v0, v1, v2, coords);

            coords[2 * idx0] = uvs.uv0.x;
            coords[2 * idx0 + 1] = uvs.uv0.y;

            coords[2 * idx1] = uvs.uv1.x;
            coords[2 * idx1 + 1] = uvs.uv1.y;

            coords[2 * idx2] = uvs.uv2.x;
            coords[2 * idx2 + 1] = uvs.uv2.y;
        }
    } else {
        for (let vi = 0; vi < geom.attributes.position.array.length; vi += 9) {
            let vx0 = geom.attributes.position.array[vi];
            let vy0 = geom.attributes.position.array[vi + 1];
            let vz0 = geom.attributes.position.array[vi + 2];

            let vx1 = geom.attributes.position.array[vi + 3];
            let vy1 = geom.attributes.position.array[vi + 4];
            let vz1 = geom.attributes.position.array[vi + 5];

            let vx2 = geom.attributes.position.array[vi + 6];
            let vy2 = geom.attributes.position.array[vi + 7];
            let vz2 = geom.attributes.position.array[vi + 8];

            let v0 = new THREE.Vector3(vx0, vy0, vz0);
            let v1 = new THREE.Vector3(vx1, vy1, vz1);
            let v2 = new THREE.Vector3(vx2, vy2, vz2);

            let uvs = makeUVs(v0, v1, v2, coords);

            let idx0 = vi / 3;
            let idx1 = idx0 + 1;
            let idx2 = idx0 + 2;

            coords[2 * idx0] = uvs.uv0.x;
            coords[2 * idx0 + 1] = uvs.uv0.y;

            coords[2 * idx1] = uvs.uv1.x;
            coords[2 * idx1 + 1] = uvs.uv1.y;

            coords[2 * idx2] = uvs.uv2.x;
            coords[2 * idx2 + 1] = uvs.uv2.y;
        }
    }

    geom.attributes.uv.array = new Float32Array(coords);
}

function applyBoxUV(bufferGeometry, transformMatrix, boxSize) {

    if (transformMatrix === undefined) {
        transformMatrix = new THREE.Matrix4();
    }

    if (boxSize === undefined) {
        let geom = bufferGeometry;
        geom.computeBoundingBox();
        let bbox = geom.boundingBox;

        let bbox_size_x = bbox.max.x - bbox.min.x;
        let bbox_size_z = bbox.max.z - bbox.min.z;
        let bbox_size_y = bbox.max.y - bbox.min.y;

        boxSize = Math.max(bbox_size_x, bbox_size_y, bbox_size_z);
    }

    let uvBbox = new THREE.Box3(new THREE.Vector3(-boxSize / 2, -boxSize / 2, -boxSize / 2), new THREE.Vector3(boxSize / 2, boxSize / 2, boxSize / 2));

    _applyBoxUV(bufferGeometry, transformMatrix, uvBbox, boxSize);

}