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Three.js:無法顯示使用紋理數組創建的網格

[英]Three.js: Cannot display mesh created with texture array

我正在基於你放置在沙盒世界中的立方體構建一個非常原始的游戲(一個完全獨特的概念,它將徹底改變我們所知道的游戲)並且我正在處理塊生成。 這是我到目前為止所擁有的:

我的塊在 object 文字中定義:

import * as THREE from 'three';

const loader = new THREE.TextureLoader();

interface BlockAttrs
{
    breakable: boolean;
    empty:     boolean;
}

export interface Block
{
    attrs:       BlockAttrs;
    mat_bottom?: THREE.MeshBasicMaterial;
    mat_side?:   THREE.MeshBasicMaterial;
    mat_top?:    THREE.MeshBasicMaterial;
}

interface BlockList
{
    [key: string]: Block;
}

export const Blocks: BlockList = {
    air:
    {
        attrs:
        {
            breakable: false,
            empty: true,
        },
    },
    grass:
    {
        attrs:
        {
            breakable: true,
            empty: false,
        },
        mat_bottom: new THREE.MeshBasicMaterial({map: loader.load("/tex/dirt.png")}),
        mat_side: new THREE.MeshBasicMaterial({map: loader.load("/tex/grass-side.png")}),
        mat_top: new THREE.MeshBasicMaterial({map: loader.load("/tex/grass-top.png")}),
    },
};

這是我的Chunk class:

import * as THREE from 'three';
import { BufferGeometryUtils } from 'three/examples/jsm/utils/BufferGeometryUtils';

import { Block, Blocks } from './blocks';

const px = 0; const nx = 1; const py = 2;
const ny = 3; const pz = 4; const nz = 5;

export default class Chunk
{
    private static readonly faces = [
        new THREE.PlaneGeometry(1,1)
            .rotateY(Math.PI / 2)
            .translate(0.5, 0, 0),

        new THREE.PlaneGeometry(1,1)
            .rotateY(-Math.PI / 2)
            .translate(-0.5, 0, 0),

        new THREE.PlaneGeometry(1,1)
            .rotateX(-Math.PI / 2)
            .translate(0, 0.5, 0),

        new THREE.PlaneGeometry(1,1)
            .rotateX(Math.PI / 2)
            .translate(0, -0.5, 0),

        new THREE.PlaneGeometry(1,1)
            .translate(0, 0, 0.5),

        new THREE.PlaneGeometry(1,1)
            .rotateY(Math.PI)
            .translate(0, 0, -0.5)
    ];
    private structure: Array<Array<Array<Block>>>;
    public static readonly size = 16;
    private materials = Array<THREE.MeshBasicMaterial>();
    private terrain = Array<THREE.BufferGeometry>();

    constructor ()
    {
        this.structure = new Array<Array<Array<Block>>>(Chunk.size);

        for (let x = 0; x < Chunk.size; x++)
        {
            this.structure[x] = new Array<Array<Block>>(Chunk.size);

            for (let y = 0; y < Chunk.size; y++)
            {
                this.structure[x][y] = new Array<Block>(Chunk.size);

                for (let z = 0; z < Chunk.size; z++)
                    if ((x+y+z) % 2)
                        this.structure[x][y][z] = Blocks.grass;
                    else
                        this.structure[x][y][z] = Blocks.air;
            }
        }
    }

    private blockEmpty (x: number, y: number, z: number): boolean
    {
        let empty = true;

        if (
            x >= 0 && x < Chunk.size &&
            y >= 0 && y < Chunk.size &&
            z >= 0 && z < Chunk.size
        ) {
            empty = this.structure[x][y][z].attrs.empty;
        }

        return empty;
    }

    private generateBlockFaces (x: number, y: number, z: number): void
    {
        if (this.blockEmpty(x+1, y, z))
        {
            this.terrain.push(Chunk.faces[px].clone().translate(x, y, z));
            this.materials.push(this.structure[x][y][z].mat_side);
        }

        if (this.blockEmpty(x, y, z+1))
        {
            this.terrain.push(Chunk.faces[nx].clone().translate(x, y, z));
            this.materials.push(this.structure[x][y][z].mat_side);
        }

        if (this.blockEmpty(x, y-1, z))
        {
            this.terrain.push(Chunk.faces[py].clone().translate(x, y, z));
            this.materials.push(this.structure[x][y][z].mat_bottom);
        }

        if (this.blockEmpty(x, y+1, z))
        {
            this.terrain.push(Chunk.faces[ny].clone().translate(x, y, z));
            this.materials.push(this.structure[x][y][z].mat_top);
        }

        if (this.blockEmpty(x, y, z-1))
        {
            this.terrain.push(Chunk.faces[pz].clone().translate(x, y, z));
            this.materials.push(this.structure[x][y][z].mat_side);
        }

        if (this.blockEmpty(x-1, y, z))
        {
            this.terrain.push(Chunk.faces[nz].clone().translate(x, y, z));
            this.materials.push(this.structure[x][y][z].mat_side);
        }
    }

    public generateTerrain (): THREE.Mesh
    {
        this.terrain   = new Array<THREE.BufferGeometry>();
        this.materials = new Array<THREE.MeshBasicMaterial>();

        for (let x = 0; x < Chunk.size; x++)
            for (let y = 0; y < Chunk.size; y++)
                for (let z = 0; z < Chunk.size; z++)
                    if (!this.structure[x][y][z].attrs.empty)
                        this.generateBlockFaces(x, y, z);

        return new THREE.Mesh(
            BufferGeometryUtils.mergeBufferGeometries(this.terrain),
            this.materials
        );
    }
}

我知道網格創建器應該與 model 分離,但現在我正在試驗。 class 的工作原理如下:

首先, constructor()創建一個Block的 3D 矩陣。 我已將其設置為以airgrass的棋盤圖案創建它,因此其他所有方塊都是空的。

接下來,我從場景中調用generateTerrain()

this.chunk = new Chunk();
this.add(this.chunk.generateTerrain());

調用此方法時,它會為每個非空塊進入generateBlockFaces ,並將適當的PlaneGeometry s 推送到terrain數組中,並將適當的THREE.MeshBasicMaterial送到materials數組中。 然后我使用BufferGeometryUtils.mergeBufferGeometries合並幾何,並創建通過合並幾何和materials數組的網格。

我遇到的問題是,在傳遞new THREE.MeshNormalMaterial或任何其他材料時創建網格效果很好,但當我傳遞materials數組時卻不行。 傳遞數組會創建 object (和console.log顯示它創建時沒有錯誤),但它不是用場景繪制的。

我是否誤以為materials數組將為每個面分配材質? 我究竟做錯了什么?

在文檔中找到對THREE.UVMapping的引用后,我解決了它。 將幾何圖形發送到 GPU 時,紋理坐標需要是頂點坐標的雙向。 為此,我在我的塊中定義了以下三個屬性:

uv_bottom: [
    stone_row     / Textures.rows, (stone_col+1) / Textures.cols,
    (stone_row+1) / Textures.rows, (stone_col+1) / Textures.cols,
    stone_row     / Textures.rows, stone_col     / Textures.cols,
    (stone_row+1) / Textures.rows, stone_col     / Textures.cols,
],
uv_side: [
    stone_row     / Textures.rows, (stone_col+1) / Textures.cols,
    (stone_row+1) / Textures.rows, (stone_col+1) / Textures.cols,
    stone_row     / Textures.rows, stone_col     / Textures.cols,
    (stone_row+1) / Textures.rows, stone_col     / Textures.cols,
],
uv_top: [
    stone_row     / Textures.rows, (stone_col+1) / Textures.cols,
    (stone_row+1) / Textures.rows, (stone_col+1) / Textures.cols,
    stone_row     / Textures.rows, stone_col     / Textures.cols,
    (stone_row+1) / Textures.rows, stone_col     / Textures.cols,
],

Textures.rowsTextures.cols引用了我的紋理圖集(所有紋理都存儲在 png 網格中的文件)具有的列數和行數,並且每個塊都有自己的rowcol文件,引用其 position。 然后,我創建了一個private uv = Array<Array<number>>(); 在我的Chunk class 中並修改地形生成器以將塊的 uv arrays 推到它。 例如,這是對正z面的處理方式(請注意,為了提高效率,我交換了yz ):

if (this.blockEmpty(x, z+1, y))
{
    this.terrain.push(Chunk.faces[pz].clone().translate(x, y, z));
    this.uv.push(this.structure[x][z][y].uv_side);
}

現在, BufferGeometry只接受'uv' arrays 作為類型(在本例中為Float32Array ),所以我必須從this.uv的扁平版本構造一個。 這就是地形生成器 function 現在的樣子:

public generateTerrain (): THREE.Mesh
{
    this.terrain = new Array<THREE.BufferGeometry>();

    for (let x = 0; x < Chunk.base; x++)
        for (let z = 0; z < Chunk.base; z++)
            for (let y = 0; y < Chunk.build_height; y++)
                if (!this.structure[x][z][y].attrs.empty)
                    this.generateBlockFaces(x, z, y);

    const geometry = BufferGeometryUtils.mergeBufferGeometries(this.terrain);
    geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(this.uv.flat()), 2));

    return new THREE.Mesh(geometry, Textures.material);
}

如您所見,我使用的材質來自Textures class。 這是整個導入的文件:

import * as THREE from 'three';

export default class Textures
{
    private static readonly loader = new THREE.TextureLoader();

    public static readonly rows = 3;
    public static readonly cols = 2;

    public static readonly atlas    = Textures.loader.load("/tex/atlas.png");
    public static readonly material = new THREE.MeshBasicMaterial({map: Textures.atlas});
}

Textures.atlas.magFilter = THREE.NearestFilter;
Textures.atlas.minFilter = THREE.NearestFilter;

就是這樣:地形現在生成渲染每個塊的紋理,我對此非常高興:D

對於想要使用材質數組的人:

const materials = [
  new THREE.MeshBasicMaterial( { color: 'red' } ),
  new THREE.MeshBasicMaterial( { color: 'blue' } )
];

const geometries = [
  new THREE.PlaneGeometry( 1, 1 ),
  new THREE.PlaneGeometry( 1, 1 )
];
geometries[ 1 ].rotateX( Math.PI * -0.5 );

// Add groups that set the materialIndex of each vertex in a group
// For this code all the vertices in each geometry have the same material. 
// If you load in a model that already has multiple textures you don't need to do this.
geometries[ 0 ].addGroup( 0, geometries[0].attributes.position.count, 0 ); 
geometries[ 1 ].addGroup( 0, geometries[1].attributes.position.count, 1 );

// Setting true on the second argument enables groups for the merged geometry.
const mergedGeometry = BufferGeometryUtils.mergeBufferGeometries( geometries, true );

const multiMaterialMesh = new THREE.Mesh( mergedGeometry, materials );
scene.add( multiMaterialMesh );

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