Reputation: 11787
I'm working on applying a simple material with a texture map to a custom mesh. I couldn't find any examples that I could understand, so I made this fiddle to demonstrate what I'm trying to achieve.
/// MATERIAL
var texture = new THREE.TextureLoader().load( "https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/crate.gif" );
var material = new THREE.MeshBasicMaterial( {
map: texture,
side: THREE.DoubleSide
} );
// TRIANGLE
var geometry2 = new THREE.Geometry();
var v1 = new THREE.Vector3(0,200,0);
var v2 = new THREE.Vector3(0,0,-100);
var v3 = new THREE.Vector3(0,0,100);
geometry2.vertices.push(v1);
geometry2.vertices.push(v2);
geometry2.vertices.push(v3);
geometry2.faces.push( new THREE.Face3( 0, 1, 2 ) );
meshCustom = new THREE.Mesh(geometry2, material);
scene.add(meshCustom);
// CUBE
var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
https://jsfiddle.net/benaloney/L7js807k/8/
I just want the triangle to have the same texture as the cube, I understand there needs to be UV coordinates on the mesh for this to work, but am unsure of how to implement this.
Upvotes: 6
Views: 6669
Reputation: 405
The texture on the triangle looks weird though... Just in case, adapting the UVs to your actual object might help :
Here's how :
//texture
var texture2 = new THREE.TextureLoader().load( "https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/crate.gif" );
//material
var material2 = new THREE.MeshBasicMaterial( {
map: texture2,
side: THREE.DoubleSide
} );
// TRIANGLE
var geometry2 = new THREE.Geometry();
var v1 = new THREE.Vector3(0,200,0);
var v2 = new THREE.Vector3(0,0,-100);
var v3 = new THREE.Vector3(0,0,100);
geometry2.vertices.push(v1);
geometry2.vertices.push(v2);
geometry2.vertices.push(v3);
geometry2.faces.push( new THREE.Face3( 0, 1, 2 ) );
//manually setting your UVs
geometry2.faceVertexUvs[0].push([
new THREE.Vector2(0,0), //play with these values
new THREE.Vector2(0.5,0),
new THREE.Vector2(0.5,0.5)
]);
//updating the uvs
geometry2.uvsNeedUpdate = true;
Upvotes: 4
Reputation: 11787
Got it working, so I did need UV coordinates on the Geometry. Thanks to this other question:
https://stackoverflow.com/a/27317936/2419584
I added this function and passed the geometry through it.
function assignUVs(geometry) {
geometry.faceVertexUvs[0] = [];
geometry.faces.forEach(function(face) {
var components = ['x', 'y', 'z'].sort(function(a, b) {
return Math.abs(face.normal[a]) > Math.abs(face.normal[b]);
});
var v1 = geometry.vertices[face.a];
var v2 = geometry.vertices[face.b];
var v3 = geometry.vertices[face.c];
geometry.faceVertexUvs[0].push([
new THREE.Vector2(v1[components[0]], v1[components[1]]),
new THREE.Vector2(v2[components[0]], v2[components[1]]),
new THREE.Vector2(v3[components[0]], v3[components[1]])
]);
});
geometry.uvsNeedUpdate = true;
}
This automatically generates the UV coords, from the geometry, this then allows textures with images to show up on custom geometries.
Here is my updated working jsfiddle.
https://jsfiddle.net/benaloney/L7js807k/9/
Upvotes: 2