Three.js 计算顶点法线 [英] Three.js Calculating Vertex Normals
问题描述
我正在试验其中一个示例,即 webgl_loader_obj.html 以将从 Blender 导出的 .obj 文件加载到 Three.js
I'm experimenting with one of the examples, namely the webgl_loader_obj.html to load an .obj file exported from blender into three.js
这可以正常工作并完全按预期显示模型.现在我正在考虑使用 material.shading = THREE.SmoothShading.
This works and displays the model exactly as expected. Now i was looking at the use of material.shading = THREE.SmoothShading.
为此,模型需要具有顶点法线.从 Blender 导出的文件没有定义法线.
For this to work, the model needs to have vertex normals. the exported file from blender has no normals defined.
所以我考虑使用 computeVertexNormals 来计算所需的法线.然而这似乎并没有做任何事情,结果视图是未平滑的模型.
So i looked at using computeVertexNormals to calculate the required normals. however this doesn't appear to be doing anything, the resulting view is of the unsmoothed model.
除此之外,作为测试,我使用法线导出了相同的模型.直接加载,看起来很平滑.
further to this, as a test, i exported the same model, with normals. loading it straight in, it appeared smoothed.
如果我当时做了 computeFaceNormals() &computeVertexNormals() 会再次导致网格不平滑.
If i then did computeFaceNormals() & computeVertexNormals() it would result in the unsmoothed mesh again.
var loader = new THREE.OBJLoader( manager );
loader.load( 'test.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material = new THREE.MeshLambertMaterial( { color: 0xff6600 });
child.geometry.computeFaceNormals();
child.geometry.computeVertexNormals();
child.material.shading = THREE.SmoothShading;
}
} );
推荐答案
Geometry.computeVertexNormals()
通过将每个顶点法线计算为面的平均值来平滑"顶点法线——共享该顶点的所有面的法线.
Geometry.computeVertexNormals()
"smooths" the vertex-normals by computing each vertex-normal to be the average of the face-normals of all faces that share that vertex.
如果几何体的每个面都有唯一的顶点(即没有顶点与相邻面共享),则 computeVertexNormals()
将导致每个面的顶点法线与面相同-normal,网格着色将出现多面.
If each face of your geometry has unique vertices (i.e., no vertices are shared with a neighboring face), then computeVertexNormals()
will result in each face's vertex-normals being the same as the face-normal, and the mesh shading will appear faceted.
three.js r.71
three.js r.71
这篇关于Three.js 计算顶点法线的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!