THREE.js生成UV坐标

43

我正在使用THREE.js OBJ loader将一个模型导入场景中。

我知道我能成功地导入几何结构,因为当我将MeshNormalMaterial分配给它时,它显示得很好。然而,如果我使用任何需要UV坐标的内容,就会出现错误:

[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1 

我知道这是因为加载的OBJ没有UV坐标,但我想知道是否有任何方法可以生成所需的纹理坐标。我已经尝试过

material.needsUpdate = true;
geometry.uvsNeedUpdate = true;
geometry.buffersNeedUpdate = true;

...但是没有成功。

有没有一种自动使用three.js生成UV纹理的方法,或者我必须自己分配坐标?

5个回答

56
据我所知,没有自动计算UV的方法。您必须亲自计算。计算平面UV相当容易,这个网站解释了如何做:计算纹理坐标 对于复杂的形状,我不知道该怎么做。也许您可以检测平面表面。 编辑 这里是一个示例代码,用于处理(x, y, z)上的平面表面,其中z = 0:
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;

geometry.faceVertexUvs[0] = [];

for (var i = 0; i < faces.length ; i++) {

    var v1 = geometry.vertices[faces[i].a], 
        v2 = geometry.vertices[faces[i].b], 
        v3 = geometry.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;

11
为了帮助那些可能在寻找不存在的解决方案的人们... 对于“复杂”的不规则形状,唯一(明智)的方法是使用像Blender这样的3D软件,在模型上手动放置纹理并导出文件。 - taseenb
1
不幸的是,自从three.js r.125以后,这个语法就无法使用了。有人知道如何将其转换为当前版本的three.js吗? - Michaël

19

这里的其他答案很有帮助,但并不完全符合我的要求,即将重复图案纹理应用于具有大多数平面表面的形状的所有侧面。问题在于仅使用x和y分量作为u和v会导致垂直表面上出现奇怪的拉伸纹理。

我下面的解决方案使用表面法线来选择映射到u和v的两个分量(x、y和z)。它仍然相当粗糙,但效果非常好。

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;
}

该函数不会将UV坐标规范化到对象的大小。在将同一纹理应用于同一场景中不同大小的对象时,这种方法更有效。但是根据您的世界坐标系的大小,您可能还需要缩放和重复纹理:

texture.repeat.set(0.1, 0.1);
texture.wrapS = texture.wrapT = THREE.MirroredRepeatWrapping;

1
这正是我所需要的。谢谢! - OpherV
1
哇,谢谢你!要是我自己做的话,可能要花很长时间才能做对。 - Arg0n
谢谢你帮我节省了很多时间! - Andrew

9

在任何三.js的配置器中,Box UV映射可能是最有用的东西,- https://jsfiddle.net/mmalex/pcjbysn1/

该解决方案可以针对索引和非索引缓冲几何体的每个面进行操作。

three.js UV mapping box

使用示例:

//build some mesh
var bufferGeometry = new THREE.BufferGeometry().fromGeometry(new THREE.DodecahedronGeometry(2.5, 0));
let material = new THREE.MeshPhongMaterial({
    color: 0x10f0f0,
    map: new THREE.TextureLoader().load('http://mbnsay.com/rayys/images/1K_UV_checker.jpg')
});

//find out the dimensions, to let texture size 100% fit without stretching
bufferGeometry.computeBoundingBox();
let bboxSize = bufferGeometry.boundingBox.getSize();
let uvMapSize = Math.min(bboxSize.x, bboxSize.y, bboxSize.z);

//calculate UV coordinates, if uv attribute is not present, it will be added
applyBoxUV(bufferGeometry, new THREE.Matrix4().getInverse(cube.matrix), uvMapSize);

//let three.js know
bufferGeometry.attributes.uv.needsUpdate = true;

这个例子基于以下实现的applyBoxUV函数。
function _applyBoxUV(geom, transformMatrix, bbox, bbox_max_size) {

    let coords = [];
    coords.length = 2 * geom.attributes.position.array.length / 3;

    // geom.removeAttribute('uv');
    if (geom.attributes.uv === undefined) {
        geom.addAttribute('uv', new THREE.Float32BufferAttribute(coords, 2));
    }

    //maps 3 verts of 1 face on the better side of the cube
    //side of the cube can be XY, XZ or YZ
    let makeUVs = function(v0, v1, v2) {

        //pre-rotate the model so that cube sides match world axis
        v0.applyMatrix4(transformMatrix);
        v1.applyMatrix4(transformMatrix);
        v2.applyMatrix4(transformMatrix);

        //get normal of the face, to know into which cube side it maps better
        let n = new THREE.Vector3();
        n.crossVectors(v1.clone().sub(v0), v1.clone().sub(v2)).normalize();

        n.x = Math.abs(n.x);
        n.y = Math.abs(n.y);
        n.z = Math.abs(n.z);

        let uv0 = new THREE.Vector2();
        let uv1 = new THREE.Vector2();
        let uv2 = new THREE.Vector2();
        // xz mapping
        if (n.y > n.x && n.y > n.z) {
            uv0.x = (v0.x - bbox.min.x) / bbox_max_size;
            uv0.y = (bbox.max.z - v0.z) / bbox_max_size;

            uv1.x = (v1.x - bbox.min.x) / bbox_max_size;
            uv1.y = (bbox.max.z - v1.z) / bbox_max_size;

            uv2.x = (v2.x - bbox.min.x) / bbox_max_size;
            uv2.y = (bbox.max.z - v2.z) / bbox_max_size;
        } else
        if (n.x > n.y && n.x > n.z) {
            uv0.x = (v0.z - bbox.min.z) / bbox_max_size;
            uv0.y = (v0.y - bbox.min.y) / bbox_max_size;

            uv1.x = (v1.z - bbox.min.z) / bbox_max_size;
            uv1.y = (v1.y - bbox.min.y) / bbox_max_size;

            uv2.x = (v2.z - bbox.min.z) / bbox_max_size;
            uv2.y = (v2.y - bbox.min.y) / bbox_max_size;
        } else
        if (n.z > n.y && n.z > n.x) {
            uv0.x = (v0.x - bbox.min.x) / bbox_max_size;
            uv0.y = (v0.y - bbox.min.y) / bbox_max_size;

            uv1.x = (v1.x - bbox.min.x) / bbox_max_size;
            uv1.y = (v1.y - bbox.min.y) / bbox_max_size;

            uv2.x = (v2.x - bbox.min.x) / bbox_max_size;
            uv2.y = (v2.y - bbox.min.y) / bbox_max_size;
        }

        return {
            uv0: uv0,
            uv1: uv1,
            uv2: uv2
        };
    };

    if (geom.index) { // is it indexed buffer geometry?
        for (let vi = 0; vi < geom.index.array.length; vi += 3) {
            let idx0 = geom.index.array[vi];
            let idx1 = geom.index.array[vi + 1];
            let idx2 = geom.index.array[vi + 2];

            let vx0 = geom.attributes.position.array[3 * idx0];
            let vy0 = geom.attributes.position.array[3 * idx0 + 1];
            let vz0 = geom.attributes.position.array[3 * idx0 + 2];

            let vx1 = geom.attributes.position.array[3 * idx1];
            let vy1 = geom.attributes.position.array[3 * idx1 + 1];
            let vz1 = geom.attributes.position.array[3 * idx1 + 2];

            let vx2 = geom.attributes.position.array[3 * idx2];
            let vy2 = geom.attributes.position.array[3 * idx2 + 1];
            let vz2 = geom.attributes.position.array[3 * idx2 + 2];

            let v0 = new THREE.Vector3(vx0, vy0, vz0);
            let v1 = new THREE.Vector3(vx1, vy1, vz1);
            let v2 = new THREE.Vector3(vx2, vy2, vz2);

            let uvs = makeUVs(v0, v1, v2, coords);

            coords[2 * idx0] = uvs.uv0.x;
            coords[2 * idx0 + 1] = uvs.uv0.y;

            coords[2 * idx1] = uvs.uv1.x;
            coords[2 * idx1 + 1] = uvs.uv1.y;

            coords[2 * idx2] = uvs.uv2.x;
            coords[2 * idx2 + 1] = uvs.uv2.y;
        }
    } else {
        for (let vi = 0; vi < geom.attributes.position.array.length; vi += 9) {
            let vx0 = geom.attributes.position.array[vi];
            let vy0 = geom.attributes.position.array[vi + 1];
            let vz0 = geom.attributes.position.array[vi + 2];

            let vx1 = geom.attributes.position.array[vi + 3];
            let vy1 = geom.attributes.position.array[vi + 4];
            let vz1 = geom.attributes.position.array[vi + 5];

            let vx2 = geom.attributes.position.array[vi + 6];
            let vy2 = geom.attributes.position.array[vi + 7];
            let vz2 = geom.attributes.position.array[vi + 8];

            let v0 = new THREE.Vector3(vx0, vy0, vz0);
            let v1 = new THREE.Vector3(vx1, vy1, vz1);
            let v2 = new THREE.Vector3(vx2, vy2, vz2);

            let uvs = makeUVs(v0, v1, v2, coords);

            let idx0 = vi / 3;
            let idx1 = idx0 + 1;
            let idx2 = idx0 + 2;

            coords[2 * idx0] = uvs.uv0.x;
            coords[2 * idx0 + 1] = uvs.uv0.y;

            coords[2 * idx1] = uvs.uv1.x;
            coords[2 * idx1 + 1] = uvs.uv1.y;

            coords[2 * idx2] = uvs.uv2.x;
            coords[2 * idx2 + 1] = uvs.uv2.y;
        }
    }

    geom.attributes.uv.array = new Float32Array(coords);
}

function applyBoxUV(bufferGeometry, transformMatrix, boxSize) {

    if (transformMatrix === undefined) {
        transformMatrix = new THREE.Matrix4();
    }

    if (boxSize === undefined) {
        let geom = bufferGeometry;
        geom.computeBoundingBox();
        let bbox = geom.boundingBox;

        let bbox_size_x = bbox.max.x - bbox.min.x;
        let bbox_size_z = bbox.max.z - bbox.min.z;
        let bbox_size_y = bbox.max.y - bbox.min.y;

        boxSize = Math.max(bbox_size_x, bbox_size_y, bbox_size_z);
    }

    let uvBbox = new THREE.Box3(new THREE.Vector3(-boxSize / 2, -boxSize / 2, -boxSize / 2), new THREE.Vector3(boxSize / 2, boxSize / 2, boxSize / 2));

    _applyBoxUV(bufferGeometry, transformMatrix, uvBbox, boxSize);

}

5
这里的答案非常出色,对我很有帮助。 唯一需要注意的是:如果您正在更新顶点,请勿重新分配纹理坐标(uvs),而是像下面这样设置它们(scope是我的几何体):
scope.updateUVs = (copy=true) => {

    scope.computeBoundingBox();

    var max     = scope.boundingBox.max;
    var min     = scope.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);

    if (!copy) {
        scope.faceVertexUvs[0] = [];
    }
    var faces = scope.faces;

    for (i = 0; i < scope.faces.length ; i++) {

      var v1 = scope.vertices[faces[i].a];
      var v2 = scope.vertices[faces[i].b];
      var v3 = scope.vertices[faces[i].c];

      var uv0 = new THREE.Vector2( ( v1.x + offset.x ) / range.x , ( v1.y + offset.y ) / range.y );
      var uv1 = new THREE.Vector2( ( v2.x + offset.x ) / range.x , ( v2.y + offset.y ) / range.y );
      var uv2 = new THREE.Vector2( ( v3.x + offset.x ) / range.x , ( v3.y + offset.y ) / range.y );

      if (copy) {
          var uvs =scope.faceVertexUvs[0][i];
          uvs[0].copy(uv0);
          uvs[1].copy(uv1);
          uvs[2].copy(uv2);
      } else {
          scope.faceVertexUvs[0].push([uv0, uv1, uv2]);
      }
    }

    scope.uvsNeedUpdate = true;

}

1
你忘记声明 i - Ferrybig

3
这是一个通用版本,适用于球形映射(偏航、俯仰坐标),请参见此处的示例(查看loadSuzanne函数):https://www.clicktorelease.com/code/spherical-normal-mapping/
function assignUVs(geometry) {

    geometry.faceVertexUvs[0] = [];

    geometry.faces.forEach(function(face) {

        var uvs = [];
        var ids = [ 'a', 'b', 'c'];
        for( var i = 0; i < ids.length; i++ ) {
            var vertex = geometry.vertices[ face[ ids[ i ] ] ].clone();

            var n = vertex.normalize();
            var yaw = .5 - Math.atan( n.z, - n.x ) / ( 2.0 * Math.PI );
            var pitch = .5 - Math.asin( n.y ) / Math.PI;

            var u = yaw,
                v = pitch;
            uvs.push( new THREE.Vector2( u, v ) );
        }
        geometry.faceVertexUvs[ 0 ].push( uvs );
    });

    geometry.uvsNeedUpdate = true;
}

我尝试了上面的解决方案来处理球体几何。虽然它确实产生了一些结果,但并没有正常工作。所以我进行了修复 - 您可以在此处查看其效果:http://codepen.io/knee-cola/pen/XMVBwQ - knee-cola
atan函数需要一个参数,你应该使用atan2函数以获得正确的结果。 - Omiod

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