Room Generation using BufferGeometry

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:

You may find ideas for designing walls and more.

From the Collection of examples from discourse.threejs.org :

WallBuilding
WallVisibility

and

3 Likes

your code almost identical to mine, here’s what i did

// Calculate UVs
  const normalizedLength = wallLength / texture.repeat.x

  // UVs for main
  const mainUvCoords = [
    0, 0,
    normalizedLength, 0,
    normalizedLength, height / texture.repeat.y,
    0, 0,
    normalizedLength, height / texture.repeat.y,
    0, height / texture.repeat.y
  ]

  // UVs for top
  const topUvCoords = [
    0, 0,
    normalizedLength, 0,
    normalizedLength, ply / texture.repeat.y,
    0, 0,
    normalizedLength, ply / texture.repeat.y,
    0, ply / texture.repeat.y
  ]

  // UVs for side
  const sideUvCoords = [
    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
  ]

  innerUvs.push(
    ...mainUvCoords, 
    ...sideUvCoords,   
    ...sideUvCoords  
  )

  outerUvs.push(
    ...mainUvCoords,
    ...sideUvCoords, 
    ...sideUvCoords 
  )

  topUvs.push(...topUvCoords)  // top 

  // Calculate
  const wallNormal = new THREE.Vector3(-wallDir.y, 0, wallDir.x).normalize()
  const startNormal = new THREE.Vector3(wallDir.x, 0, wallDir.y).normalize()
  const endNormal = startNormal.clone().negate()

  // Add normals
  for (let i = 0; i < 6; i++) innerNormals.push(...wallNormal.toArray())
  for (let i = 0; i < 6; i++) innerNormals.push(...startNormal.toArray())
  for (let i = 0; i < 6; i++) innerNormals.push(...endNormal.toArray())

  for (let i = 0; i < 6; i++) outerNormals.push(...wallNormal.toArray()) 
  for (let i = 0; i < 6; i++) outerNormals.push(...startNormal.toArray())
  for (let i = 0; i < 6; i++) outerNormals.push(...endNormal.toArray())  

  // Add normals for top faces
  for (let i = 0; i < 6; i++) topNormals.push(0, 1, 0)

  const topGeometry = new THREE.BufferGeometry()
  topGeometry.setAttribute('position', new THREE.Float32BufferAttribute(topPositions, 3))
  topGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(topNormals, 3))
  topGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(topUvs, 2))

  innerGeometry.setAttribute('position', new THREE.Float32BufferAttribute(innerPositions, 3))
  innerGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(innerNormals, 3))
  innerGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(innerUvs, 2))

  outerGeometry.setAttribute('position', new THREE.Float32BufferAttribute(outerPositions, 3))
  outerGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(outerNormals, 3))
  outerGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(outerUvs, 2))

working fine for me

Thank you for your reply.
But in my side, it doesn’t work well.
I am using FrontSide in regard to InnerGeometry and BackSide in regard to OuterGeometry.
If possible, Could you explain to me about principle of relation between normals and Side.
I think My code is correct but doesn’t work well.
:thinking:
Best Regards