Reputation: 307
I feel like I am very close to solving my problem at hand but I'm not sure how to proceed. My goal is to render a sphere by baking in the vertex colors. For ever vertex I need to calculate its normal by averaging the face normals, which these two lines supposedly do.
sphere.geometry.computeFaceNormals();
sphere.geometry.computeVertexNormals();
Then, I need to normalize and pass the normalized value as a Hue,Sat,Lightness i.e x->hue, y->sat, z->light using...
myGeometry.color.setHSL();
My problem is that I'm not sure how to normalize it and get an x,y,z value out of it that I can use for the HSL. Any help in the right direction is hugely appreciated! Here is relevant piece of code I'm using.
var sphereBaked = new THREE.MeshPhongMaterial();
sphere = new THREE.Mesh(new THREE.SphereGeometry( 150, 32, 32),sphereBaked);
sphere.geometry.computeFaceNormals();
sphere.geometry.computeVertexNormals();
//sphereBaked.color.setHSL();
sphere.position.set(0,150,0);
scene.add(sphere);
Upvotes: 0
Views: 2005
Reputation: 1557
I'm not sure if this is what you excatly need, but I gave it a try:
// you could try something like this:
for ( var i = 0; i < myGeometry.faces.length; i ++ ) {
// get current normal and normalize
var currentNormal = myGeometry.faces[i].normal.clone();
currentNormal.normalize();
// iterate the vertexColors
// like in http://stackoverflow.com/questions/17874682/dynamically-change-vertex-color-in-three-js
for ( var j = 0; j < myGeometry.faces[i].vertexColors.length; j ++ ) {
myGeometry.faces[i].vertexColors[j].setHSL(currentNormal.x, currentNormal.y, currentNormal.z);
}
}
// force color update
myGeometry.colorsNeedUpdate = true;
Hope it helps!
Upvotes: 1