您必须计算自己。计算平面的UV非常容易,此站点说明了如何:计算纹理坐标
对于复杂的形状,我不知道如何。也许您可以检测到平面。
这是平面的示例代码,(x, y, z)
其中z = 0
:
geometry.computeBounding@R_91_2419@();
var max = geometry.bounding@R_91_2419@.max,
min = geometry.bounding@R_91_2419@.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;