【发布时间】:2026-01-09 21:05:02
【问题描述】:
2019 年更新
由于r89three.js 也会调整面和法线。要翻转/镜像对象,只需使用:
object3D.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
不需要如原始解决方案中所示的其他调整。购票链接:Support reflection matrices. #12787
原始问题
我正在尝试创建一个可以翻转 Three.js 场景中的任何对象的实用程序。翻转本身很简单:
object3D.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
事实证明,翻转后修复面和法线是困难的。结果看起来相当混乱。源和翻转对象的图像:https://dl.dropboxusercontent.com/u/20925853/Flipped.png
我看到许多线程讨论了这个问题和类似问题,但没有发现任何可用的东西。有人知道我在那里想念什么吗? - 谢谢!
Js fiddle 上的示例代码: https://jsfiddle.net/7dwh084w/
var renderer;
var scene;
var camera;
function render() {
renderer.render(scene, camera);
};
function load(callback) {
new THREE.ColladaLoader().load("https://dl.dropboxusercontent.com/u/20925853/Kitchen.dae", function (result) {
var mesh = result.scene.children[0].children[0].clone();
if (callback) callback(mesh);
});
}
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
camera.position.z = 1000;
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(2, 1, 1).normalize();
scene.add(light);
var ambient = new THREE.AmbientLight(0x777777);
scene.add(ambient);
var controls = new THREE.OrbitControls(camera);
controls.damping = 0.2;
controls.addEventListener('change', render);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
load(function (mesh) {
flipMesh(mesh);
scene.add(mesh);
render();
});
render();
}
function flipMesh(object3D) {
object3D.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
reverseWindingOrder(object3D);
}
function reverseWindingOrder(object3D) {
// TODO: Something is missing, the objects are flipped alright but the light reflection on them is somehow broken
if (object3D.type === "Mesh") {
var geometry = object3D.geometry;
for (var i = 0, l = geometry.faces.length; i < l; i++) {
var face = geometry.faces[i];
var temp = face.a;
face.a = face.c;
face.c = temp;
}
var faceVertexUvs = geometry.faceVertexUvs[0];
for (i = 0, l = faceVertexUvs.length; i < l; i++) {
var vector2 = faceVertexUvs[i][0];
faceVertexUvs[i][0] = faceVertexUvs[i][2];
faceVertexUvs[i][2] = vector2;
}
geometry.computeFaceNormals();
geometry.computeVertexNormals();
}
if (object3D.children) {
for (var j = 0, jl = object3D.children.length; j < jl; j++) {
reverseWindingOrder(object3D.children[j]);
}
}
}
init();
【问题讨论】:
-
循环遍历所有 facenormals 并执行 face.normal.negate() 怎么样?
-
嗨@Flux,不幸的是它没有帮助
-
你有没有得到这个工作?
-
@2pha 上面的代码非常适合从 Collada (dae) 文件加载的对象。对于我在代码中创建的某些对象,它无法正常工作。我将它与threejs r71一起使用。代码需要稍作修改,这两行需要删除:geometry.computeFaceNormals(); geometry.computeVertexNormals();
-
谢谢,确实有效。我的几何是一个bufferGeometry,所以我必须将它转换为几何然后再返回。谢谢
标签: three.js