I am trying to understand how to add decals to a mesh using THREE.DecalGeometry
I am adding decals to the vertex on each face - face.a, I've tried using the face normal and arbitrary Vector3 to define the direction for the decal.
I cannot understand why all the decals are not being created correctly. Where am I go wrong with the direction? Is the face normal not correct?
function addObjects(){
var geometry = new THREE.BoxGeometry(200, 200, 200, 8, 8, 8);
var material = new THREE.MeshLambertMaterial({color: 0xff0000});
cube = new THREE.Mesh(geometry, material);
// addWireframeHelper(cube, 0xffffff, 1);
scene.add(cube);
THREE.ImageUtils.crossOrigin = 'Anonymous';
var texture = THREE.ImageUtils.loadTexture( 'http://i.imgur.com/RNb17q7.png' );
geometry.faces.forEach(function(face){
var index = face.a;
var vertex = geometry.vertices[index];
var direction = new THREE.Vector3(0,1,0);
addDecal(cube, vertex, direction, texture);
})
}
function addDecal(mesh, position, direction, texture){
var size = 16;
var decalGeometry = new THREE.DecalGeometry(
mesh,
position,
direction,
new THREE.Vector3(size,size,size),
new THREE.Vector3(1,1,1)
);
var decalMaterial = new THREE.MeshLambertMaterial( {
map: texture,
transparent: true,
depthTest: true,
depthWrite: false,
polygonOffset: true,
polygonOffsetFactor: -4,
});
var m = new THREE.Mesh( decalGeometry, decalMaterial );
mesh.add(m);
}
This is the hotspot 64px x 64px
This is how they are getting mapped...
Why are some decals stretched?
I have setup a JSFIDDLE
EDIT:
Using SphereBufferGeometry suggested by WestLangley, I am now happy that this solution will work for me.
Rather than using THREE.DecalGeometry
, for your use case a sector of a SphereGeometry
will be sufficient, and computationally less-expensive.
var geometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength );
three.js r.143
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