我正在尝试将this plainGeometry
转换为this(某种掩码)。
此代码有效:(总结一下,创建两个材质,将平面划分为多个段,并根据MeshFaceMaterial
决定每个材质是哪个材料)
Button.onClick(function () {
var obj = editor.selected;
var material = obj.material;
var tex = material.map;
var objHeight = obj.geometry.parameters.height;
var objWidth = obj.geometry.parameters.width;
var texHeight = tex.image.height;
var texWidth = tex.image.width;
var geometry = new THREE.PlaneGeometry(objWidth, objHeight, objWidth, objHeight);
var facesNum = objHeight * objWidth * 2;
var facesX = objWidth * 2;
var facesInX = texWidth * 2;
var materials = [];
materials.push(material);
materials.push(new THREE.MeshBasicMaterial({ }));
for (var i = 0; i < facesNum; i++) {
if ((i % facesX >= objWidth - texWidth) &&
(i % facesX <= (facesInX + objWidth - texWidth - 1)) &&
(i <= (texHeight * objWidth * 2) - 1)) {
geometry.faces[i].materialIndex = 0;
}
else {
geometry.faces[i].materialIndex = 1;
}
}
obj.geometry = geometry;
obj.material = new THREE.MeshFaceMaterial(materials);
editor.signals.materialChanged.dispatch(obj);
});
但我想知道是否有更简单的方法。有什么建议吗?
答案 0 :(得分:0)
另一种方法是在纹理上使用Alpha通道。您可以使用Gimp或Photoshop执行此操作。
然后,您复制网格,并在材质上使用polygonOffsetFactor将其推出轴。将背景材质应用于第一个网格,将前景材质应用于第二个网格的alpha。 看到这个小提琴alphaTest。 (你可能需要禁用跨域访问安全性,因此纹理可以在这个小提琴中加载,如果使用--disable-web-security标志运行它,chrome将允许这样做) 该方法的优点在于图像可以具有任何形状和位置,并且不需要适合几何面。
另一种方法是,如果您使用的几何体很复杂,则使用Three.DecalGeometry来剪切网格片并使用它在材质上使用polygonOffsetFactor稍微移位。请参阅three.js decals example。
示例小提琴的来源如下:
var renderer;
var pointLight;
var scene;
var plane1;
var plane2;
function addPlane()
{
var material1 = new THREE.MeshPhongMaterial({ color: 0xFFFFFF });
var material2;
var loader = new THREE.TextureLoader();
loader.load('http://i.imgur.com/ETdl4De.png',
function ( texture ) {
var material2 = new THREE.MeshPhongMaterial({
color: 0xFFFFFF,
map: texture,
alphaTest: 0.7,
polygonOffset: true,
polygonOffsetFactor: - 4,
});
var geometry1 = new THREE.PlaneGeometry(12, 12, 12, 12);
var geometry2 = geometry1.clone();
plane1 = new THREE.Mesh(geometry1,material1);
plane2 = new THREE.Mesh(geometry2,material2);
scene.add(plane2);
scene.add(plane1);
}
);
}
(function() {
'use strict';
scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 10000);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
addPlane();
camera.position.z = 52;
pointLight = new THREE.DirectionalLight(0xffffff,1);
pointLight.position.x = 11;
pointLight.position.y = 5;
pointLight.position.z = 25;
scene.add(pointLight);
var reqAnimFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame;
var render = function() {
reqAnimFrame(render);
renderer.render(scene, camera);
};
render();
}());
答案 1 :(得分:0)
这样做了,最终:
ROWNUM