THREE.js (WebGL)で少し複雑なポリゴンにテクスチャを貼り付ける
THREE.js (WebGL)でメッシュにテクスチャを貼り付けるサンプル。
(1)頂点はN x N個
(2)N x N 個の頂点を使って、三角形(Polygon)を作る
(3)頂点のZ軸の値をランダムにすることで、表面をでこぼこにする。
(4)三角形にテクスチャを貼り付ける。

ソースコード(html+javascript。three.jsが別途必要)
https://github.com/hidemiubiz/public/blob/main/Web/WebGL/sample02.html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<script src="three.js"></script>
<script type="text/javascript">
window.addEventListener('DOMContentLoaded', init);
const scene = new THREE.Scene();
var rectangle;
var renderer;
var camera;
function init() {
const width = 600;
const height = 400;
renderer = new THREE.WebGLRenderer({
canvas: document.querySelector('#myCanvas')
});
renderer.setSize(width, height);
renderer.setPixelRatio(window.devicePixelRatio);
camera = new THREE.PerspectiveCamera(45, width / height, 1, 1000);
camera.position.set(1.5, 1.0, 1.5);
camera.lookAt(new THREE.Vector3(0, 0.5, 0));
rectangle = createRectangleWithTexture(20, 1);
scene.add(rectangle);
const light = new THREE.DirectionalLight(0xFFFFFF, 1.0);
light.position.set(1, 1, 1);
scene.add(light);
const ambientLight = new THREE.AmbientLight(0x222222);
scene.add(ambientLight);
requestAnimationFrame(render_scene);
}
function render_scene()
{
// 物体回転させる(Rotate object)
rectangle.rotation.y += 0.01;
renderer.render(scene, camera);
requestAnimationFrame(render_scene);
}
function createRectangleWithTexture(NUM_MESH, length){
// ポリゴンの頂点座標の配列(Polygon's positon array)
var pos = new Float32Array(NUM_MESH*NUM_MESH*3);
var n=0;
for(var y=0; y<NUM_MESH; y++){
for(var x=0; x<NUM_MESH; x++){
pos[n] = x * length/NUM_MESH; n++;
pos[n] = y * length/NUM_MESH; n++;
pos[n] = Math.random()*(length/NUM_MESH); n++; // ランダム値をセット(Set random value)
}
}
// ポリゴンの三角形をインデックスで指定(Polugon's index array)
n=0;
var index = new Uint32Array(3*((NUM_MESH-1)*(NUM_MESH-1)*2));
for(var y=0; y<NUM_MESH-1; y++){
for(var x=0; x<NUM_MESH-1; x++){
index[n] = y*NUM_MESH + x; n++;
index[n] = y*NUM_MESH + x + 1; n++;
index[n] = (y+1)*NUM_MESH + x + 1; n++;
index[n] = y*NUM_MESH + x; n++;
index[n] = (y+1)*NUM_MESH + x + 1; n++;
index[n] = (y+1)*NUM_MESH + x; n++;
}
}
// ポリゴンのTexgure位置座標の配列 (Texture uv positions array)
n=0;
var uvs = new Float32Array(NUM_MESH*NUM_MESH*2);
for(var y=0; y<NUM_MESH; y++){
for(var x=0; x<NUM_MESH; x++){
uvs[n] = x/(NUM_MESH-1); n++;
uvs[n] = y/(NUM_MESH-1); n++;
}
}
// 2つの三角形をインデックスで指定(Polygon's index array)
const geom = new THREE.BufferGeometry();
geom.setAttribute("position", new THREE.BufferAttribute(pos, 3));
geom.setIndex(new THREE.BufferAttribute(index,1));
geom.computeVertexNormals();
geom.setAttribute("uv", new THREE.BufferAttribute(uvs, 2));
const texture = new THREE.TextureLoader().load("webgl_texture01.png");
const triMat = new THREE.MeshStandardMaterial({color:0xffffff, map: texture, side:THREE.DoubleSide});
const triMesh = new THREE.Mesh(geom, triMat);
return triMesh;
}
</script>
</head>
<body>
<canvas id="myCanvas"></canvas>
</body>
</html>
