查看3d模型的json文件,我看到了这一行
"uvs": [[-3.21834,-1.65399,-3.21834,-2.57657,4.21834,-2.57657,4.21834,-1.65399,4.21834,-1.85233,4.21834,-2.7749,-3.21834,-2.7749,-3.21834,-1.85233,4.21834,0.961286,-3.21834,0.961286,-3.21834,0.038714,4.21834,0.038714]]
有小于0且大于1的数字。我认为uv测量值不应小于0或大于1.误差在哪里?他们应该转换?
几何json数据就是这个
{
"type": "Geometry",
"materials": [{
"visible": true,
"colorAmbient": [0.690196,0.690196,0.690196],
"depthWrite": true,
"DbgIndex": 0,
"mapDiffuseAnisotropy": 1,
"doubleSided": true,
"blending": "NormalBlending",
"wireframe": false,
"depthTest": true,
"specularCoef": 50,
"mapDiffuse": "roof.png",
"colorSpecular": [0.1,0.1,0.1],
"opacity": 1,
"shading": "phong",
"colorDiffuse": [0.690196,0.690196,0.690196],
"mapDiffuseRepeat": [1,1],
"transparent": false,
"DbgColor": 15658734,
"mapDiffuseWrap": ["RepeatWrapping","RepeatWrapping"],
"colorEmissive": [0,0,0],
"DbgName": "roof_png_material"
}],
"data": {
"skinIndices": [],
"skinWeights": [],
"name": "RoofGeometry",
"normals": [0.64452,-0.593982,0.481368,0.494247,-0.563707,-0.661733,0.494247,0.563707,-0.661733,0.64452,0.593982,0.481368,-0.656606,0.597949,0.459639,-0.474654,0.561144,-0.67806,-0.474654,-0.561144,-0.67806,-0.656606,-0.597949,0.459639,-0.02356,0.642933,0.765526,-0.02356,-0.642933,0.765526,0.019044,-0.784814,-0.619373,0.019044,0.784814,-0.619373],
"metadata": {
"uvs": 1,
"bones": 0,
"materials": 1,
"normals": 12,
"generator": "io_three",
"morphTargets": 0,
"version": 3,
"vertices": 12,
"faces": 10
},
"morphTargets": [],
"vertices": [3.43784,-3.71834,-0.861598,3.43784,3.71834,-0.861598,3.43784,-3.71834,-1.23063,3.43784,3.71834,-1.23063,-0.096621,3.71834,0.184514,-0.096621,-3.71834,0.184514,-0.096621,3.71834,-0.184514,-0.096621,-3.71834,-0.184514,-3.18641,3.71834,-0.940931,-3.18641,3.71834,-1.30996,-3.18641,-3.71834,-1.30996,-3.18641,-3.71834,-0.940931],
"uvs": [[-3.21834,-1.65399,-3.21834,-2.57657,4.21834,-2.57657,4.21834,-1.65399,4.21834,-1.85233,4.21834,-2.7749,-3.21834,-2.7749,-3.21834,-1.85233,4.21834,0.961286,-3.21834,0.961286,-3.21834,0.038714,4.21834,0.038714]],
"animations": [],
"faces": [43,0,2,3,1,0,0,1,2,3,0,1,2,3,43,8,9,10,11,0,4,5,6,7,4,5,6,7,43,0,1,4,5,0,0,3,8,9,0,3,8,9,43,7,6,3,2,0,10,11,2,1,10,11,2,1,43,2,0,5,7,0,1,0,9,10,1,0,9,10,43,1,3,6,4,0,3,2,11,8,3,2,11,8,43,4,6,9,8,0,8,11,5,4,8,11,5,4,43,6,7,10,9,0,11,10,6,5,11,10,6,5,43,7,5,11,10,0,10,9,7,6,10,9,7,6,43,5,4,8,11,0,9,8,4,7,9,8,4,7],
"bones": [],
"influencesPerVertex": 2
},
"uuid": "2F93879C-96CB-3936-AEFC-CE9840D3057D"
}
我怎样才能得到确切的分数?
答案 0 :(得分:0)
有小于0且大于1的数字。我认为uv测量值不应小于0或大于1.
这不是全部真相。 UV坐标可以是任意数字,最后由着色器来正确解释它们。在three.js中,参数texture.repeat
,texture.offset
,texture.center
和texture.rotation
(请参阅https://threejs.org/docs/#api/textures/Texture)将用于转换uv属性中的值到用于纹理查找的值。默认情况下,这些值按原样使用。
值< 0和> 1最终会发生什么取决于wrapS和wrapT的设置(也在https://threejs.org/docs/#api/textures/Texture中记录)。例如,如果wrapS / T是reaeat类型之一,那么超出范围的值将用于纹理平铺。
错误在哪里?他们应该转换?
因此在这种情况下甚至可能没有错误。这些数字只能表明预期的平铺。但要改变它,你需要去模型的来源。