2016-07-30 26 views
0

我做了一個有牆壁,天花板和地板的房子。 現在我正試圖在窗戶/門的牆上打洞。 但牆壁紋理存在問題。如何在THREE.js中創建具有圖像紋理的物體的透明孔?

這是功能構建牆:

function build_wall(start, end, materialFront, id){ 

     var dx = end.x - start.x; 
     var dy = end.y - start.y; 
     var wall_length = Math.sqrt(dx*dx + dy*dy); 

     var centroid_x = start.x + dx/2; 
     var centroid_y = (start.y + dy/2) * -1; 

     var ry = Math.atan2(dy, dx); 

     var materialBack = new THREE.MeshLambertMaterial({ color: 0xd9d9d9, shading: THREE.FlatShading, side: THREE.BackSide}); 
     var materialTop = new THREE.MeshBasicMaterial({color: 0xb3b3b3, side: THREE.DoubleSide}); 

     var materials = [materialFront, materialBack, materialTop]; 
     var material = new THREE.MeshFaceMaterial(materials); 

     var rectShape = new THREE.Shape(); 
     rectShape.moveTo(0, 0); 
     rectShape.lineTo(0, wall_height); 
     rectShape.lineTo(wall_length, wall_height); 
     rectShape.lineTo(wall_length, 0); 
     rectShape.lineTo(0, 0); 

     var windowHole = new THREE.Path(); 
     windowHole.moveTo(20, 180); 
     windowHole.lineTo(20, 160); 
     windowHole.lineTo(40, 160); 
     windowHole.lineTo(40, 180); 

     rectShape.holes.push(windowHole); 

     var extrudeSettings = { amount: 5, bevelEnabled: true, bevelSegments: 0, steps: 1, bevelSize: 0, bevelThickness: 1 }; 

     var wall = new THREE.ExtrudeGeometry(rectShape, extrudeSettings); 
     for (var face in wall.faces) { 
      if (wall.faces[ face ].normal.z > 0.9) wall.faces[ face ].materialIndex = 0; 
      else if (wall.faces[ face ].normal.z < -0.9) wall.faces[ face ].materialIndex = 1; 
      else wall.faces[ face ].materialIndex = 2; 
     } 

     var wall_mesh = new THREE.Mesh(wall, material); 

     wall_mesh.position.set(start.x, 0, -start.y); 
     wall_mesh.rotation.set(0, ry, 0); 
     wall_mesh.name = id; 
     wall_mesh.data = 'wall'; 

     scene.add(wall_mesh); 
    } 

和我打電話的init)這個函數(:

//------Add Walls 
      coordArray.push(coordArray[0]); //push the first corner to close loop 

      for(var i = 0; i < coordArray.length-1; i++){ //iterate over the coordinate array, pushing vertices to the geometry 
       var start_wall = coordArray[i]; 
       var end_wall = coordArray[(i+1)]; 

       if(!Rooms[r].wall_show || Rooms[r].wall_show[i] == 1){ 
        var wallTexture = new THREE.TextureLoader().load("images/room_" + r + "_wall_" + i + ".jpg"); 

        var wall_material = new THREE.MeshBasicMaterial({ 
         map: wallTexture, 
         side: THREE.FrontSide, 
         overdraw: 0.5 
        }); 

        build_wall(start_wall, end_wall, wall_material, scene_id); 
       } 


       //find tour boundary, find center target 
       if(start_wall.x > maxX) maxX = start_wall.x; 
       if(start_wall.y > maxY) maxY = start_wall.y; 
       if(start_wall.x < minX) minX = start_wall.x; 
       if(start_wall.y < minY) minY = start_wall.y; 

      } 

的結果如下:

The screenshot of the result

回答

0

對不起,這是因爲我沒有調整紫外線到[0,1]範圍。

var uvs = wall.faceVertexUvs[0]; 
     for (var i = 0; i < uvs.length; i++) { 

      uv = uvs[i]; 

      for (var j = 0; j < uv.length; j++) { 

       u = uv[j]; 

       u.x = u.x/wall_length; 
       u.y = u.y/ wall_height; 
      } 
     } 

     var wall_mesh = new THREE.Mesh(wall, material); 

     wall_mesh.position.set(start.x, 0, -start.y); 
     wall_mesh.rotation.set(0, ry, 0); 
     wall_mesh.name = id; 
     wall_mesh.data = 'wall'; 

     scene.add(wall_mesh); 
+0

請建議:https://stackoverflow.com/questions/46603751/suggestion-on-how-to-create-a-window-over-a-wall – Deeps

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