three.js v53
在JSFiddle的three.js v 53中,制作自定义形状,挤出它并应用纹理和线框显示挤出的面是整体,完整的正方形。
JSFiddle:custom shape extruded in v53 with complete, un-split extrusion faces
three.js v74
完全相同的代码但是three.js v 74将拉伸面分割成三角形。
JSFiddle:custom shape extruded in v74 with segmented (into triangles) extrusion faces
问题1:如何在v74中消除分割成挤出面的三角形?
奖金问题2:如何消除我挤出的形状主面上的三角形分割(当我注意到three.js之间的挤压差异时,我原本试图解决的问题版本)的
两者都让我的纹理之旅变得更加艰难。非常感谢。
两个JSFiddles的代码:
(有些代码是从另一个JS Fiddle那里借来的,但我再也找不到它了)
/****
Create the texture as I can't use an image on my server
*****/
var canvas = document.getElementById("texture"),
context = canvas.getContext("2d");
canvas.width = 50;
canvas.height = 50;
context.strokeStyle = "#5588ff";
context.lineWidth = 2;
context.moveTo(0, 10);
context.lineTo(50, 10);
context.moveTo(0, 20);
context.lineTo(50, 20);
context.moveTo(0, 30);
context.lineTo(50, 30);
context.moveTo(0, 40);
context.lineTo(50, 40);
context.stroke();
/***********/
var scene, camera, renderer, shape;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, 2, 1, 10000);
camera.position.z = 200;
scene.add(this.camera);
var light = new THREE.AmbientLight(0xffffff);
scene.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true, alpha:true
});
document.getElementById("scene").appendChild(renderer.domElement);
renderer.setSize(document.getElementById("scene").scrollWidth, document.getElementById("scene").scrollHeight);
var points = []
points.push(new THREE.Vector2(100, 0));
points.push(new THREE.Vector2(100, 60));
points.push(new THREE.Vector2(40, 90));
points.push(new THREE.Vector2(-40, 90));
points.push(new THREE.Vector2(-100, 60));
points.push(new THREE.Vector2(-100, 0));
// var path = new THREE.LineCurve3(new THREE.Vector3(45, 0, 0), new THREE.Vector3(-45, 0, 0));
var extrusionSettings = {
steps: 1,
bevelEnabled: false,
amount: 90
};
shape = new THREE.Shape(points);
var geometry = new THREE.ExtrudeGeometry(shape, extrusionSettings),
texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
var material = new THREE.MeshBasicMaterial({
color: 0xFF00FF,
map: texture
});
// *** UVMapping stuff I copied off an example. I don't know what it's doing but the texture won't work without it.
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);
}
// add a wireframe to highlight the segmentation (or lack of in this v53 demo)
mesh = THREE.SceneUtils.createMultiMaterialObject(geometry, [material, new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true,
transparent: true
})]);
mesh.position.z = -50;
mesh.position.y = -40;
mesh.rotation.y = 0.8;
mesh.rotation.z = 0.4;
scene.add(mesh);
animate = function() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
mesh.rotation.y += 0.02;
mesh.rotation.x += 0.02;
};
animate();
答案 0 :(得分:0)
THREE.ExtrudeGeometry
根据拉伸形状的坐标为您创建默认UV。 (查看拉伸形状的几何图形并检查为您计算的UV。)
自动生成的UV可能会超出[0,1]的正常范围。你可以通过使用这样的模式来适应它:
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.offset.set( 0, 0.5 );
texture.repeat.set( 0.01, 0.01 );
更新了小提琴:http://jsfiddle.net/vxr3Ljf3/4/
或者,您可以指定自己的自定义UV生成器,如下所示:
var extrusionSettings = {
steps: 1,
bevelEnabled: false,
amount: 90,
UVGenerator: myUVGenerator
};
将自定义UV生成器基于THREE.ExtrudeGeometry.WorldUVGenerator
。
three.js r.74