dev #84
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@ -183,5 +183,9 @@ watch([instanced_lamelle, lamelle_color], setLamellesColor)
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<template v-for="item in fastening">
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<TresObject3D v-bind="item.clone()" />
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</template>
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<TresMesh :position="[0, 0, 0]">
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<TresBoxGeometry :args="[0.1, 0.1, 0.1]" />
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<TresMeshBasicMaterial color="violet" />
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</TresMesh>
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</TresGroup>
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</template>
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@ -2,12 +2,42 @@ import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial
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import { useLoader, type TresLoader } from '@tresjs/core'
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import { getFilename, patterns, type patternTypes } from "~/components/pattern"
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const set_metaril_func = (scene: any, material: any) => {
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scene.children.forEach((el: any) => {
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if (el.isMesh && !el.isInstancedMesh) {
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el.castShadow = true
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el.receiveShadow = true
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}
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if (el.material) {
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// Получите UV-координаты
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const uvAttribute = el.geometry.getAttribute('uv');
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const uvs = [];
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for (let i = 0; i < uvAttribute.count; i++) {
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uvs.push(uvAttribute.getX(i), uvAttribute.getY(i));
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}
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// Вычисление минимальных и максимальных UV
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const minU = Math.min(...uvs.filter((_, index) => index % 2 === 0)); // X координаты
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const maxU = Math.max(...uvs.filter((_, index) => index % 2 === 0));
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const minV = Math.min(...uvs.filter((_, index) => index % 2 === 1)); // Y координаты
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const maxV = Math.max(...uvs.filter((_, index) => index % 2 === 1));
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// Определите размеры текстуры на поверхности
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const surfaceWidth = maxU - minU;
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const surfaceHeight = (maxV - minV) * el.scale.y;
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material.normalMap.wrapS = RepeatWrapping;
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material.normalMap.wrapT = RepeatWrapping;
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material.normalMap.repeat.set(surfaceWidth, surfaceHeight);
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material.normalMap.needsUpdate = true
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console.log(`Ширина текстуры на поверхности: ${surfaceWidth * 128}`);
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console.log(`Высота текстуры на поверхности: ${surfaceHeight * 128}`);
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}
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if (el.material) el.material = material
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set_metaril_func(el, material)
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})
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@ -23,23 +53,23 @@ for (let index = 0; index < patterns.length; index++) {
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}
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function generateNoiseTexture(width: number, height: number) {
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const size = width * height;
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const data = new Uint8Array( 4 * size );
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const color = new Color( 0xffffff );
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for ( let i = 0; i < size; i ++ ) {
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const r = Math.floor( Math.random() * 255 );
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const data = new Uint8Array(4 * size);
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const color = new Color(0xffffff);
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for (let i = 0; i < size; i++) {
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const r = Math.floor(Math.random() * 255);
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const g = 0;
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const b = Math.floor( Math.random() * 255 );
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const b = Math.floor(Math.random() * 255);
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const stride = i * 4;
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data[ stride ] = r;
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data[ stride + 1 ] = g;
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data[ stride + 2 ] = b;
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data[ stride + 3 ] = 255;
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data[stride] = r;
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data[stride + 1] = g;
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data[stride + 2] = b;
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data[stride + 3] = 255;
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}
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// used the buffer to create a DataTexture
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const texture = new DataTexture( data, width, height );
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const texture = new DataTexture(data, width, height);
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texture.needsUpdate = true;
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return texture;
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}
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