在这里,我有一个有四个顶点和4个面的几何(金字塔) -
var geom = new THREE.Geometry(); geom.vertices.push(new THREE.Vector3(0,100,0), new THREE.Vector3(-100,-100,100), new THREE.Vector3(0,-100,-100), new THREE.Vector3(100,-100,100)); geom.faces.push( new THREE.Face3( 0, 2, 1), new THREE.Face3( 0, 1, 3), new THREE.Face3( 0, 3, 2), new THREE.Face3( 1, 2, 3) ); geom.computeFaceNormals();
这是我的RawShaderMaterial -
var geomMaterial = new THREE.RawShaderMaterial({ vertexShader: [ 'precision highp float;', 'precision highp int;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'attribute vec3 position;', 'attribute vec2 uv;', 'varying vec2 interpolatedUV;', 'void main() {', 'interpolatedUV = uv;', 'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', '}' ].join('\n'), fragmentShader: [ 'precision highp float;', 'precision highp int;', 'uniform sampler2D texSampler;', 'varying vec2 interpolatedUV;', 'void main() {', 'gl_FragColor = texture2D(texSampler, interpolatedUV);', '}' ].join('\n'), uniforms: { texSampler: { type: 't', value: new THREE.ImageUtils.loadTexture("images/test.png") } } });
可以从脚本访问"images/test.png".这对我来说似乎微不足道,但质地根本没有出现.我只能看到一个白色的金字塔.
你能告诉我它究竟出了什么问题吗?
更新:
在挖掘之后,我发现我必须为我创建的自定义几何体提供UV贴图.所以我这样添加了它 -
var uvs = []; uvs.push(new THREE.Vector2(0.5, 1.0)); uvs.push(new THREE.Vector2(0.5, 0.0)); uvs.push(new THREE.Vector2(0.0, 0.0)); uvs.push(new THREE.Vector2(1.0, 0.0)); geom.faces.push( new THREE.Face3( 0, 2, 1)); geom.faceVertexUvs[0].push(uvs[0], uvs[2], uvs[1]); geom.faces.push( new THREE.Face3( 0, 1, 3)); geom.faceVertexUvs[0].push(uvs[0], uvs[1], uvs[3]); geom.faces.push( new THREE.Face3( 0, 3, 2)); geom.faceVertexUvs[0].push(uvs[0], uvs[3], uvs[2]); geom.faces.push( new THREE.Face3( 1, 2, 3)); geom.faceVertexUvs[0].push(uvs[1], uvs[2], uvs[3]);
但它仍然显示白色金字塔.而且我现在也得到这个错误 -
THREE.BufferAttribute.copyVector2sArray():vector is undefined 0 THREE.BufferAttribute.copyVector2sArray():vector is undefined 1 THREE.BufferAttribute.copyVector2sArray():vector is undefined 2 THREE.BufferAttribute.copyVector2sArray():vector is undefined 3 THREE. BufferAttribute.copyVector2sArray():vector is undefined 4 THREE.BufferAttribute.copyVector2sArray():vector is undefined 5 THREE.BufferAttribute.copyVector2sArray():vector is undefined 6 THREE.BufferAttribute.copyVector2sArray():vector is undefined 7 THREE.BufferAttribute. copyVector2sArray():vector is undefined 8 THREE.BufferAttribute.copyVector2sArray():vector is undefined 9 THREE.BufferAttribute.copyVector2sArray():vector is undefined 10 THREE.BufferAttribute.copyVector2sArray():vector is undefined 11
有什么想法吗?
在调试Three.js的代码后,我发现了问题.我写下来作为答案,因为其他人可能面临同样的问题.
Three.js将Geometry.faceVertexUvs视为一组UV的数组,其中每个集合代表单个面的所有UV.以下是从Geometry.faceVertexUvs获取UV的代码片段 -
if(!0===e){ w=d[0][k];// here d=Geometry.faceVertexUvs and k=the index of the face if(void 0!==w) this.uvs.push(w[0],w[1],w[2]); else{ console.warn("THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ", k); this.uvs.push(new THREE.Vector2,new THREE.Vector2,new THREE.Vector2); } }
因此,解决方案是将Geometry.faceVertexUvs作为FaceUvs数组提供.这是我粗略的解决方案 -
var faceUvs = [[],[],[],[]]; faceUvs[0].push(uvs[0], uvs[2], uvs[1]); faceUvs[1].push(uvs[0], uvs[1], uvs[3]); faceUvs[2].push(uvs[0], uvs[3], uvs[2]); faceUvs[3].push(uvs[1], uvs[2], uvs[3]); geom.faceVertexUvs[0].push(faceUvs[0]); geom.faceVertexUvs[0].push(faceUvs[1]); geom.faceVertexUvs[0].push(faceUvs[2]); geom.faceVertexUvs[0].push(faceUvs[3]);