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我正在尝试创建房屋几何图形并将不同的纹理附加到几何图形的表面。我正在使用r55. 问题是具有从纹理创建的材质的面不会出现。然而,具有简单颜色材料的面会出现。如果我roofTexture用简单的颜色材料替换我生成的材料,使用该材料的面也会正确显示。

这是我的代码的相关部分:

var geom = new THREE.Geometry();

// Load the roof texture
var roofTexture = new THREE.ImageUtils.loadTexture('gfx/textures/roof.jpg');

// Let the roof texture repeat itself
roofTexture.wrapS = roofTexture.wrapT = THREE.RepeatWrapping;
roofTexture.repeat.set(10, 10);

// Materials
var materialArray = [];
materialArray.push(new THREE.MeshLambertMaterial({color: 0xD3E3F0 }));
materialArray.push(new THREE.MeshLambertMaterial({map: roofTexture}));

// Base edges
var edge0 = new THREE.Vector2(obj.ridgeLength/2, -obj.buildingDepth/2);
var edge1 = new THREE.Vector2(obj.ridgeLength/2, obj.buildingDepth/2);
var edge2 = new THREE.Vector2(-obj.ridgeLength/2, obj.buildingDepth/2);
var edge3 = new THREE.Vector2(-obj.ridgeLength/2, -obj.buildingDepth/2);

// Floor
geom.vertices.push(new THREE.Vector3(edge0.x, -1, edge0.y));
geom.vertices.push(new THREE.Vector3(edge1.x, -1, edge1.y));
geom.vertices.push(new THREE.Vector3(edge2.x, -1, edge2.y));
geom.vertices.push(new THREE.Vector3(edge3.x, -1, edge3.y));

// Eave
geom.vertices.push(new THREE.Vector3(edge0.x, obj.eaveHeight, edge0.y));
geom.vertices.push(new THREE.Vector3(edge1.x, obj.eaveHeight, edge1.y));
geom.vertices.push(new THREE.Vector3(edge2.x, obj.eaveHeight, edge2.y));
geom.vertices.push(new THREE.Vector3(edge3.x, obj.eaveHeight, edge3.y));

// Ridge
geom.vertices.push(new THREE.Vector3(obj.ridgeLength/2, obj.ridgeHeight, 0));
geom.vertices.push(new THREE.Vector3(-obj.ridgeLength/2, obj.ridgeHeight, 0));


// Ground
geom.faces.push( new THREE.Face4(0, 0, 0, 0) );

// Front
geom.faces.push( new THREE.Face4(0, 3, 7, 4) );

// Left side
geom.faces.push( new THREE.Face4(0, 4, 5, 1) );

// Back
geom.faces.push( new THREE.Face4(1, 5, 6, 2) );

// Right side
geom.faces.push( new THREE.Face4(2, 6, 7, 3) );

// Left triangle
geom.faces.push( new THREE.Face3(4, 8, 5));

// Right triangle
geom.faces.push( new THREE.Face3(6, 9, 7));

// Front roof
geom.faces.push( new THREE.Face4(7, 9, 8, 4) );

// Back roof
geom.faces.push( new THREE.Face4(5, 8, 9, 6) );

// Assign materials to the faces
geom.faces[0].materialIndex = 0;
geom.faces[1].materialIndex = 0;
geom.faces[2].materialIndex = 0;
geom.faces[3].materialIndex = 0;
geom.faces[4].materialIndex = 0;
geom.faces[5].materialIndex = 0;
geom.faces[6].materialIndex = 0;
geom.faces[7].materialIndex = 1;
geom.faces[8].materialIndex = 1;

geom.computeFaceNormals();

obj.house = new THREE.Mesh( geom, new THREE.MeshFaceMaterial(materialArray) );
obj.house.doubleSided = true;
obj.house.castShadow = true;
obj.sun.shadowDarkness = 1.0;
obj.scene.add(obj.house);

我究竟做错了什么?

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1 回答 1

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您的几何图形上缺少 UV 坐标。UV 坐标从 0 到 1,因此由于您自己创建几何体,因此您可以在右下角 (1.0, 0.0)、左上角 (0.0, 1.0) 和右上角 ( 1.0, 1.0)。您可以查看 PlaneGeometry.js 文件以了解如何分配 UV。

于 2013-02-05T21:24:44.413 回答