Skip to content

法向量和法线辅助器

这是一个可以直接在 VitePress 页面中运行的 Three.js 示例。上方显示运行效果,下方展示对应源码。

运行效果

原理

法向量是垂直于表面方向的向量,通常用于光照计算。Three.js 的标准材质会根据法向量判断表面朝向光源的角度,从而计算明暗效果。如果法向量不正确,模型可能会出现光照异常、表面发黑或明暗方向不对。

GLTF 模型通常会自带法向量,数据保存在每个 Mesh 的 geometry.attributes.normal 中。如果某个几何体缺少法向量,可以调用 geometry.computeVertexNormals() 重新计算。

VertexNormalsHelper 是一个调试辅助器,它会读取目标 Mesh 的顶点法向量,并把每个顶点的法向量画成一段线。这个示例加载 public/models/ironman_mk44.glb,遍历模型里的 Mesh,并为每个 Mesh 创建对应的法线辅助器。

源码

js
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'
import { VertexNormalsHelper } from 'three/addons/helpers/VertexNormalsHelper.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'

const canvas = document.querySelector('canvas')
const demo = canvas.parentElement

const scene = new THREE.Scene()
scene.background = new THREE.Color('#111827')

const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0, 1.8, 4.8)

const renderer = new THREE.WebGLRenderer({
	canvas,
	antialias: true
})

renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.outputColorSpace = THREE.SRGBColorSpace
renderer.setSize(window.innerWidth, window.innerHeight)

// 环境光提供整体基础亮度,避免背光面完全变黑。
const ambientLight = new THREE.AmbientLight('#ffffff', 0.9)
scene.add(ambientLight)

const directionalLight = new THREE.DirectionalLight('#ffffff', 2.2)
directionalLight.position.set(4, 5, 5)
scene.add(directionalLight)

const gridHelper = new THREE.GridHelper(6, 6)
scene.add(gridHelper)

const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.target.set(0, 0.8, 0)

const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('/draco/')

const gltfLoader = new GLTFLoader()
gltfLoader.setDRACOLoader(dracoLoader)

let model = null
const meshMaterials = new Set()
const normalRecords = new Map()
const normalsHelpers = []

const guiState = {
	removeNormals: false,
	showNormalsHelper: true,
	normalLength: 0.035,
	ambientIntensity: 0.9,
	wireframe: false,
	autoRotate: true
}

const forEachMaterial = (callback) => {
	meshMaterials.forEach((material) => {
		if (Array.isArray(material)) {
			material.forEach(callback)
		} else {
			callback(material)
		}
	})
}

const updateNormalsState = () => {
	normalRecords.forEach((normalAttribute, geometry) => {
		if (guiState.removeNormals) {
			geometry.deleteAttribute('normal')
		} else {
			geometry.setAttribute('normal', normalAttribute)
		}
	})

	normalsHelpers.forEach((helper) => {
		// 移除法向量后,VertexNormalsHelper 没有 normal attribute 可以读取,需要一起隐藏。
		helper.visible = !guiState.removeNormals && guiState.showNormalsHelper
	})

	forEachMaterial((material) => {
		material.needsUpdate = true
	})
}

const updateNormalsLength = (value) => {
	normalsHelpers.forEach((helper) => {
		helper.size = value
		helper.update()
	})
}

const createNormalsHelpers = (target) => {
	target.traverse((object) => {
		if (!object.isMesh || !object.geometry) {
			return
		}

		// GLTF 模型通常自带 normal attribute;如果某个 Mesh 缺失,则现场计算一份。
		if (!object.geometry.getAttribute('normal')) {
			object.geometry.computeVertexNormals()
		}

		const normalAttribute = object.geometry.getAttribute('normal')
		normalRecords.set(object.geometry, normalAttribute)
		meshMaterials.add(object.material)

		const helper = new VertexNormalsHelper(object, guiState.normalLength, 0xff4d4f)
		helper.visible = guiState.showNormalsHelper
		scene.add(helper)
		normalsHelpers.push(helper)
	})
}

gltfLoader.load('/models/ironman_mk44.glb', (gltf) => {
	model = gltf.scene
	scene.add(model)
	createNormalsHelpers(model)
	updateNormalsState()
})

const gui = new GUI({
	title: '法向量控制',
	autoPlace: false
})

gui.domElement.classList.add('three-gui')
demo.appendChild(gui.domElement)

gui
	.add(guiState, 'removeNormals')
	.name('移除法向量')
	.onChange(updateNormalsState)

gui
	.add(guiState, 'showNormalsHelper')
	.name('显示辅助器')
	.onChange(updateNormalsState)

gui
	.add(guiState, 'normalLength', 0.005, 0.12, 0.005)
	.name('法线长度')
	.onChange(updateNormalsLength)

gui
	.add(guiState, 'ambientIntensity', 0, 2, 0.05)
	.name('环境光')
	.onChange((value) => {
		ambientLight.intensity = value
	})

gui
	.add(guiState, 'wireframe')
	.name('线框')
	.onChange((value) => {
		forEachMaterial((material) => {
			material.wireframe = value
		})
	})

gui.add(guiState, 'autoRotate').name('自动旋转')

function animate() {
	requestAnimationFrame(animate)

	if (model && guiState.autoRotate) {
		model.rotation.y += 0.006
	}

	if (!guiState.removeNormals) {
		normalsHelpers.forEach((helper) => helper.update())
	}

	controls.update()
	renderer.render(scene, camera)
}

animate()