uv实现自适应平铺贴图实现;
this.assignUVs = function (geometry) {
geometry.computeBoundingBox(); // 获取最大边框
var max = geometry.boundingBox.max,
min = geometry.boundingBox.min; // 计算最大和最小点;
var offset = new THREE.Vector2(0 - min.x, 0 - min.y);
var range = new THREE.Vector2(max.x - min.x, max.y - min.y); // 平铺区域;
var faces = geometry.faces; // 模型的面
geometry.faceVertexUvs[0] = [];
for (var i = 0; i < faces.length; i++) {
// 三角面
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)
]);
}
//更新模型材质贴图;
geometry.uvsNeedUpdate = true;
}