在 Three.js 中使用自定义几何形状在网格上显示纯一种颜色的纹理

Texture shown plain one color on mesh with custom geometry in Three.js

我为我的三角形几何图形添加了纹理。但一切都是基于最亮值的一种纯色。然后我了解到我应该分配 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;
}

这是我得到的:

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。请参考the documents for THREE.TextureLoader here.

以你的例子为例:

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);

更新

当您计算 UV 时,您需要对偏移和范围进行处理。检查来自 this example fiddle 的 computeUV;您可能需要为您的楼梯几何形状稍微更改一下...

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;
}

此代码基于 this Whosebug answer