在 three.js 中,我试图使用我在这里找到的这个 csg(结构立体几何)扩展从盒子几何体(墙)“切出”一个窗口:https ://github.com/chandlerprall/ThreeCSG
我成功切割了窗户,但是结果的表面反射光很奇怪,见下图(先是法线,然后是有窗户的墙)
var leftWallGeometry = new THREE.BoxGeometry( $scope.wall.width, $scope.room.height, $scope.room.depth);
var leftWallMesh = new THREE.Mesh( leftWallGeometry );
var leftWallBSP = new ThreeBSP( leftWallMesh );
var leftWindowGeometry = new THREE.BoxGeometry($scope.wall.width +10, 100, 100 );
var leftWindowMesh = new THREE.Mesh( leftWindowGeometry)
var leftWindowBSP = new ThreeBSP( leftWindowMesh );
var windowWallBSP = leftWallBSP.subtract( leftWindowBSP );
var result = windowWallBSP.toMesh( wallMaterial );
result.geometry.computeVertexNormals();
result.position.x = $scope.room.width / -2
result.position.y = $scope.room.height / 2
$scope.scene.add( result );
墙体材质为 MeshPhongMaterial,具有重复的纹理和凹凸贴图。
var wallTexture = new THREE.ImageUtils.loadTexture('img/wall_diffuse_0.jpg')
// wall bump texture
var wallBumpTexture = new THREE.ImageUtils.loadTexture('img/bump_1.jpg')
// repeate wall texture and wall bump texture
wallTexture.wrapS = wallTexture.wrapT = THREE.RepeatWrapping;
wallTexture.repeat.set( 10, 10 );
wallBumpTexture.wrapS = wallBumpTexture.wrapT = THREE.RepeatWrapping;
wallBumpTexture.repeat.set( 10, 10 );
var wallMaterial = new THREE.MeshPhongMaterial( { map: wallTexture, bumpMap: wallBumpTexture, bumpScale: 0.2} );
对于如何解决这个奇怪的光线/反射问题的任何建议,我将不胜感激。或者如何在three.js中从墙壁/盒子上切割窗户。