Hello Everyone.
Hope you had a good weekend.
I am facing on problem face of walls while generating room walls using BufferGemetry.
I think normals are related to FrontSide and BackSide when render.
so I generated the normals dynamically but the result is not good.
I would appreciate to find my bugs in the following code.
Thank you for your time and appreciate Three.js support team!
export const generateWallFaceGeometry = (
wall: WallInfo,
texture: THREE.Texture,
ply: number,
height: number,
centerPoint: THREE.Vector3
) => {
const innerGeometry = new THREE.BufferGeometry();
const outerGeometry = new THREE.BufferGeometry();
const startSideGeometry = new THREE.BufferGeometry();
const endSideGeometry = new THREE.BufferGeometry();
const topGeometry = new THREE.BufferGeometry();
// Create vertices for inner and outer walls
const innerStartBottom = wall.innerPositions[0].clone()
const innerEndBottom = wall.innerPositions[wall.innerPositions.length - 1].clone()
const innerStartTop = wall.innerPositions[0].clone().setY(height)
const innerEndTop = wall.innerPositions[wall.innerPositions.length - 1].clone().setY(height)
// Create vertices for outer wall
const outerStartBottom = wall.outerPositions[0].clone()
const outerEndBottom = wall.outerPositions[wall.outerPositions.length - 1].clone()
const outerStartTop = wall.outerPositions[0].clone().setY(height)
const outerEndTop = wall.outerPositions[wall.outerPositions.length - 1].clone().setY(height)
// Create vertices for side wall
const lineStartBottom = wall.linePositions[0].clone()
const lineEndBottom = wall.linePositions[wall.linePositions.length - 1].clone()
const lineStartTop = wall.linePositions[0].clone().setY(height)
const lineEndTop = wall.linePositions[wall.linePositions.length - 1].clone().setY(height)
const innerPositions: number[] = []
const outerPositions: number[] = []
const topPositions: number[] = []
const startSidePositions: number[] = []
const endSidePositions: number[] = []
const innerNormals: number[] = []
const outerNormals: number[] = []
const topNormals: number[] = []
const startSideNormals: number[] = []
const endSideNormals: number[] = [];
// Add inner wall face
wall.innerPositions.forEach((innerP, index) => {
if (index === wall.innerPositions.length - 1)
return;
const innerNextBottom = wall.innerPositions[index + 1];
const innerTop = new THREE.Vector3(innerP.x, height, innerP.z);
const innerNextTop = new THREE.Vector3(innerNextBottom.x, height, innerNextBottom.z);
const innerBottom = innerP.clone();
innerPositions.push(
...innerNextBottom.toArray(), ...innerBottom.toArray(), ...innerTop.toArray(),
...innerTop.toArray(), ...innerNextTop.toArray(), ...innerNextBottom.toArray()
)
});
// Add outer wall face
wall.outerPositions.forEach((outerP, index) => {
if (index === wall.outerPositions.length - 1)
return;
const outerNextBottom = wall.outerPositions[index + 1];
const outerTop = new THREE.Vector3(outerP.x, height, outerP.z);
const outerNextTop = new THREE.Vector3(outerNextBottom.x, height, outerNextBottom.z);
const outerBottom = outerP.clone();
outerPositions.push(
...outerNextBottom.toArray(), ...outerBottom.toArray(), ...outerTop.toArray(),
...outerTop.toArray(), ...outerNextTop.toArray(), ...outerNextBottom.toArray()
);
});
// Add top face
wall.linePositions.forEach((lineP, index) => {
if (index === wall.linePositions.length - 1)
return;
const innerP = wall.innerPositions[index];
const outerP = wall.outerPositions[index];
const innerNextP = wall.innerPositions[index + 1];
const outerNextP = wall.outerPositions[index + 1];
const lineNextP = wall.linePositions[index + 1];
const innerTop = new THREE.Vector3(innerP.x, height, innerP.z);
const outerTop = new THREE.Vector3(outerP.x, height, outerP.z);
const lineTop = new THREE.Vector3(lineP.x, height, lineP.z);
const innerNextTop = new THREE.Vector3(innerNextP.x, height, innerNextP.z);
const outerNextTop = new THREE.Vector3(outerNextP.x, height, outerNextP.z);
const lineNextTop = new THREE.Vector3(lineNextP.x, height, lineNextP.z);
topPositions.push(
...innerTop.toArray(),
...innerNextTop.toArray(),
...lineNextTop.toArray(),
...innerTop.toArray(),
...lineNextTop.toArray(),
...lineTop.toArray(),
...lineNextTop.toArray(),
...outerNextTop.toArray(),
...lineTop.toArray(),
...lineTop.toArray(),
...outerNextTop.toArray(),
...outerTop.toArray(),
)
})
// Add side faces to fill miter joint gaps
startSidePositions.push(
...innerStartBottom.toArray(),
...lineStartBottom.toArray(),
...innerStartTop.toArray(),
...innerStartTop.toArray(),
...lineStartBottom.toArray(),
...lineStartTop.toArray(),
...lineStartTop.toArray(),
...lineStartBottom.toArray(),
...outerStartBottom.toArray(),
...outerStartBottom.toArray(),
...outerStartTop.toArray(),
...lineStartTop.toArray(),
)
endSidePositions.push(
...innerEndBottom.toArray(),
...innerEndTop.toArray(),
...lineEndTop.toArray(),
...lineEndTop.toArray(),
...lineEndBottom.toArray(),
...innerEndBottom.toArray(),
...lineEndTop.toArray(),
...outerEndTop.toArray(),
...lineEndBottom.toArray(),
...lineEndBottom.toArray(),
...outerEndTop.toArray(),
...outerEndBottom.toArray(),
)
let wallLength = 0;
for (let i = 0; i < wall.linePositions.length - 1; i++) {
const p1 = wall.linePositions[i];
const p2 = wall.linePositions[i + 1];
wallLength += new THREE.Vector2(p2.x - p1.x, p2.z - p1.z).length();
}
// Normalize UVs across full length
const normalizedLength = wallLength / texture.repeat.x;
const heightUV = height / texture.repeat.y;
// Correct UVs for multi-segment walls
const mainUvCoords = [];
for (let i = 0; i < wall.linePositions.length - 1; i++) {
const uStart = (i / (wall.linePositions.length - 1)) * normalizedLength;
const uEnd = ((i + 1) / (wall.linePositions.length - 1)) * normalizedLength;
mainUvCoords.push(
uEnd, 0, // Bottom-right
uStart, 0, // Bottom-left
uStart, heightUV, // Top-left
uStart, heightUV, // Top-left
uEnd, heightUV, // Top-right
uEnd, 0 // Bottom-right
);
}
// UVs for side faces
const startSideUvCoords = [
0, 0,
0, height / texture.repeat.y,
ply / texture.repeat.x, height / texture.repeat.y,
0, 0,
ply / texture.repeat.x, height / texture.repeat.y,
ply / texture.repeat.x, 0
];
const endSideUvCoords = [
0, 0,
0, height / texture.repeat.y,
ply / texture.repeat.x, height / texture.repeat.y,
0, 0,
ply / texture.repeat.x, height / texture.repeat.y,
ply / texture.repeat.x, 0
];
// Calculate normals
const wallStart = wall.linePositions[0];
const wallEnd = wall.linePositions[wall.linePositions.length - 1];
const lineCenter = getCenterPointFromWall(wall.linePositions);
const startNormal = new THREE.Vector3(lineCenter.x - wallStart.x, 0, lineCenter.z - wallStart.z).normalize()
const endNormal = new THREE.Vector3(lineCenter.x - wallEnd.x, 0, lineCenter.z - wallEnd.z).normalize()
const wallNormal = new THREE.Vector3(lineCenter.x - centerPoint.x, 0, lineCenter.z - centerPoint.z).normalize()
if (wallNormal.x === 0 && wallNormal.z === 0) {
const reCenterPoint = getCenterPointFromWall([...wall.innerPositions, new THREE.Vector3(0, 0, 0)]);
wallNormal.set(reCenterPoint.x - centerPoint.x, 0, reCenterPoint.z - centerPoint.z).normalize()
}
console.log(`wallNormal: ${wallNormal.x}, ${wallNormal.y}, ${wallNormal.z}`);
console.log(`startNormal: ${startNormal.x}, ${startNormal.y}, ${startNormal.z}`);
console.log(`endNormal: ${endNormal.x}, ${endNormal.y}, ${endNormal.z}`);
// Add normals for all faces
for (let i = 0; i < wall.linePositions.length * 3 * 2; i++) innerNormals.push(...wallNormal.toArray()) // main face
for (let i = 0; i < wall.linePositions.length * 3 * 2; i++) outerNormals.push(...wallNormal.toArray()) // main face
for (let i = 0; i < 12; i++) startSideNormals.push(...startNormal.toArray()) // start face
for (let i = 0; i < 12; i++) endSideNormals.push(...endNormal.toArray()) // end face
for (let i = 0; i < wall.linePositions.length * 3 * 2; i++) topNormals.push(0, 1, 0) // top face
topGeometry.setAttribute('position', new THREE.Float32BufferAttribute(topPositions, 3))
topGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(topNormals, 3))
// topGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(topUvCoords, 2))
innerGeometry.setAttribute('position', new THREE.Float32BufferAttribute(innerPositions, 3))
innerGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(innerNormals, 3))
innerGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(mainUvCoords, 2))
outerGeometry.setAttribute('position', new THREE.Float32BufferAttribute(outerPositions, 3))
outerGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(outerNormals, 3))
outerGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(mainUvCoords, 2))
startSideGeometry.setAttribute('position', new THREE.Float32BufferAttribute(startSidePositions, 3))
startSideGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(startSideNormals, 3))
startSideGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(startSideUvCoords, 2))
endSideGeometry.setAttribute('position', new THREE.Float32BufferAttribute(endSidePositions, 3))
endSideGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(endSideNormals, 3))
endSideGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(endSideUvCoords, 2))
return {
innerGeometry,
startSideGeometry,
endSideGeometry,
outerGeometry,
topGeometry
}
};
Correct Result:
Incorrect Result: