我希望能给THREE.js球体的每个面都赋予独特的贴图。因此,我让一个SphereGeometry计算顶点,并使用面的顶点将每个面转换为PlaneGeometry。
THREE.SpherePlaneGeometry = function ( v1, v2, v3, v4 ) {
THREE.Geometry.call( this );
var normal = new THREE.Vector3( 0, 1, 0 );
this.vertices.push( v1.clone() );
this.vertices.push( v2.clone() );
this.vertices.push( v3.clone() );
this.vertices.push( v4.clone() );
var face = new THREE.Face4( 0, 1, 2, 3 );
face.normal.copy( normal );
face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
this.faces.push( face );
var uvs = [
new THREE.UV( 1.0, 0.0 ),
new THREE.UV( 0.0, 0.0 ),
new THREE.UV( 0.0, 1.0 ),
new THREE.UV( 1.0, 1.0 ),
];
this.faceVertexUvs[ 0 ].push( uvs );
};
确保所有这些内容在返回的几何图形中运行:
geometry.computeCentroids();
geometry.computeFaceNormals();
geometry.verticesNeedUpdate = true;
geometry.uvsNeedUpdate = true;
geometry.normalsNeedUpdate = true;
geometry.tangentsNeedUpdate = true;
geometry.elementsNeedUpdate = true;
geometry.dynamic = true;
通过应用这个纹理:
我得到了这个结果:
有什么方法可以消除红点和绿点之间的扭曲?对于极点,一个顶点被使用了两次,但是可能还有更好的方法,有什么想法吗?