我在三角形几何体上添加了纹理。但所有这一切都是最轻微的价值基础。然后我知道我应该分配UV。但同样的问题,但我的纹理颜色最深(见图)。
这里是代码:
var material = new THREE.MeshBasicMaterial( { map: new THREE.TextureLoader().load(texture), overdraw: true } );
var geometry = new THREE.Geometry();
// 1re marche de 3 (30 degrées)
geometry.vertices.push(new THREE.Vector3(0.0, 0.0, 0.0));
geometry.vertices.push(new THREE.Vector3(longueurTotalFacteur, largeur, 0.0));
geometry.vertices.push(new THREE.Vector3(0.0, largeur, 0.0));
geometry.vertices.push(new THREE.Vector3(0.0, 0.0, -epaisseur));
geometry.vertices.push(new THREE.Vector3(longueurTotalFacteur, largeur, -epaisseur));
geometry.vertices.push(new THREE.Vector3(0.0, largeur, -epaisseur));
geometry.faces.push(new THREE.Face3(0, 1, 2)); // Dessus
geometry.faces.push(new THREE.Face3(5, 4, 3)); // Dessous
geometry.faces.push(new THREE.Face3(3, 1, 0)); // Côté long
geometry.faces.push(new THREE.Face3(4, 1, 3)); // Côté long
geometry.faces.push(new THREE.Face3(4, 2, 1)); // Côté court
geometry.faces.push(new THREE.Face3(5, 2, 4)); // Côté court
geometry.faces.push(new THREE.Face3(5, 0, 2)); // Côté moyen
geometry.faces.push(new THREE.Face3(3, 0, 5)); // Côté moyen
assignUVs(geometry);
... (snipped)...
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;
}
我得到的是:
答案 0 :(得分:0)
你不能这样做:
var material = new THREE.MeshBasicMaterial({map:new THREE.TextureLoader()。load(texture),overdraw:true});
纹理加载是一个异步过程。您需要在onLoad
回调中应用纹理。请参阅the documents for THREE.TextureLoader
here。
对于你的例子:
var material = new THREE.MeshBasicMaterial( { overdraw: true } );
var url = //your texture path...
var onLoad = function(texture){
material.map = texture;
material.needsUpdate = true;
}
var loader = new THREE.TextureLoader();
loader.load(url, onLoad);
当你计算你的紫外线时,你需要做一些偏移和范围的事情。检查来自this example fiddle的computeUV;你可能需要为楼梯几何改变它......
function computeUVs(geometry) {
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;
var vertices = geometry.vertices;
geometry.faceVertexUvs[0] = [];
for (var i = 0, il = faces.length; i < il; i++) {
var v1 = vertices[faces[i].a],
v2 = vertices[faces[i].b],
v3 = 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;
}