THREE.js generate UV coordinate

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I am working on importing a model into a scene using the THREE.js OBJ loader.

I know that I am able to import the geometry fine, because when I assign a MeshNormalMaterial to it, it shows up great. However, if I use anything that requires UV coordinates, It gives me the error:

[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1 

I know this is because the loaded OBJ has no UV coordinates, but I was wondering if there was any way to generate the needed texture coordinates. I have tried

material.needsUpdate = true;
geometry.uvsNeedUpdate = true;
geometry.buffersNeedUpdate = true;

...but to no avail.

Is there any way to automagically generate UV textures using three.js, or do I have to assign the coordinates myself?

5 Answers

Box UV mapping is possibly most useful thing in three.js configurators of any sort, - https://jsfiddle.net/mmalex/pcjbysn1/

The solution works per face both with indexed and non-indexed buffer geometries.

three.js UV mapping box

Example of usage:

//build some mesh
var bufferGeometry = new THREE.BufferGeometry().fromGeometry(new THREE.DodecahedronGeometry(2.5, 0));
let material = new THREE.MeshPhongMaterial({
    color: 0x10f0f0,
    map: new THREE.TextureLoader().load('http://mbnsay.com/rayys/images/1K_UV_checker.jpg')
});

//find out the dimensions, to let texture size 100% fit without stretching
bufferGeometry.computeBoundingBox();
let bboxSize = bufferGeometry.boundingBox.getSize();
let uvMapSize = Math.min(bboxSize.x, bboxSize.y, bboxSize.z);

//calculate UV coordinates, if uv attribute is not present, it will be added
applyBoxUV(bufferGeometry, new THREE.Matrix4().getInverse(cube.matrix), uvMapSize);

//let three.js know
bufferGeometry.attributes.uv.needsUpdate = true;

The example is based on the following implementation of applyBoxUV

function _applyBoxUV(geom, transformMatrix, bbox, bbox_max_size) {

    let coords = [];
    coords.length = 2 * geom.attributes.position.array.length / 3;

    // geom.removeAttribute('uv');
    if (geom.attributes.uv === undefined) {
        geom.addAttribute('uv', new THREE.Float32BufferAttribute(coords, 2));
    }

    //maps 3 verts of 1 face on the better side of the cube
    //side of the cube can be XY, XZ or YZ
    let makeUVs = function(v0, v1, v2) {

        //pre-rotate the model so that cube sides match world axis
        v0.applyMatrix4(transformMatrix);
        v1.applyMatrix4(transformMatrix);
        v2.applyMatrix4(transformMatrix);

        //get normal of the face, to know into which cube side it maps better
        let n = new THREE.Vector3();
        n.crossVectors(v1.clone().sub(v0), v1.clone().sub(v2)).normalize();

        n.x = Math.abs(n.x);
        n.y = Math.abs(n.y);
        n.z = Math.abs(n.z);

        let uv0 = new THREE.Vector2();
        let uv1 = new THREE.Vector2();
        let uv2 = new THREE.Vector2();
        // xz mapping
        if (n.y > n.x && n.y > n.z) {
            uv0.x = (v0.x - bbox.min.x) / bbox_max_size;
            uv0.y = (bbox.max.z - v0.z) / bbox_max_size;

            uv1.x = (v1.x - bbox.min.x) / bbox_max_size;
            uv1.y = (bbox.max.z - v1.z) / bbox_max_size;

            uv2.x = (v2.x - bbox.min.x) / bbox_max_size;
            uv2.y = (bbox.max.z - v2.z) / bbox_max_size;
        } else
        if (n.x > n.y && n.x > n.z) {
            uv0.x = (v0.z - bbox.min.z) / bbox_max_size;
            uv0.y = (v0.y - bbox.min.y) / bbox_max_size;

            uv1.x = (v1.z - bbox.min.z) / bbox_max_size;
            uv1.y = (v1.y - bbox.min.y) / bbox_max_size;

            uv2.x = (v2.z - bbox.min.z) / bbox_max_size;
            uv2.y = (v2.y - bbox.min.y) / bbox_max_size;
        } else
        if (n.z > n.y && n.z > n.x) {
            uv0.x = (v0.x - bbox.min.x) / bbox_max_size;
            uv0.y = (v0.y - bbox.min.y) / bbox_max_size;

            uv1.x = (v1.x - bbox.min.x) / bbox_max_size;
            uv1.y = (v1.y - bbox.min.y) / bbox_max_size;

            uv2.x = (v2.x - bbox.min.x) / bbox_max_size;
            uv2.y = (v2.y - bbox.min.y) / bbox_max_size;
        }

        return {
            uv0: uv0,
            uv1: uv1,
            uv2: uv2
        };
    };

    if (geom.index) { // is it indexed buffer geometry?
        for (let vi = 0; vi < geom.index.array.length; vi += 3) {
            let idx0 = geom.index.array[vi];
            let idx1 = geom.index.array[vi + 1];
            let idx2 = geom.index.array[vi + 2];

            let vx0 = geom.attributes.position.array[3 * idx0];
            let vy0 = geom.attributes.position.array[3 * idx0 + 1];
            let vz0 = geom.attributes.position.array[3 * idx0 + 2];

            let vx1 = geom.attributes.position.array[3 * idx1];
            let vy1 = geom.attributes.position.array[3 * idx1 + 1];
            let vz1 = geom.attributes.position.array[3 * idx1 + 2];

            let vx2 = geom.attributes.position.array[3 * idx2];
            let vy2 = geom.attributes.position.array[3 * idx2 + 1];
            let vz2 = geom.attributes.position.array[3 * idx2 + 2];

            let v0 = new THREE.Vector3(vx0, vy0, vz0);
            let v1 = new THREE.Vector3(vx1, vy1, vz1);
            let v2 = new THREE.Vector3(vx2, vy2, vz2);

            let uvs = makeUVs(v0, v1, v2, coords);

            coords[2 * idx0] = uvs.uv0.x;
            coords[2 * idx0 + 1] = uvs.uv0.y;

            coords[2 * idx1] = uvs.uv1.x;
            coords[2 * idx1 + 1] = uvs.uv1.y;

            coords[2 * idx2] = uvs.uv2.x;
            coords[2 * idx2 + 1] = uvs.uv2.y;
        }
    } else {
        for (let vi = 0; vi < geom.attributes.position.array.length; vi += 9) {
            let vx0 = geom.attributes.position.array[vi];
            let vy0 = geom.attributes.position.array[vi + 1];
            let vz0 = geom.attributes.position.array[vi + 2];

            let vx1 = geom.attributes.position.array[vi + 3];
            let vy1 = geom.attributes.position.array[vi + 4];
            let vz1 = geom.attributes.position.array[vi + 5];

            let vx2 = geom.attributes.position.array[vi + 6];
            let vy2 = geom.attributes.position.array[vi + 7];
            let vz2 = geom.attributes.position.array[vi + 8];

            let v0 = new THREE.Vector3(vx0, vy0, vz0);
            let v1 = new THREE.Vector3(vx1, vy1, vz1);
            let v2 = new THREE.Vector3(vx2, vy2, vz2);

            let uvs = makeUVs(v0, v1, v2, coords);

            let idx0 = vi / 3;
            let idx1 = idx0 + 1;
            let idx2 = idx0 + 2;

            coords[2 * idx0] = uvs.uv0.x;
            coords[2 * idx0 + 1] = uvs.uv0.y;

            coords[2 * idx1] = uvs.uv1.x;
            coords[2 * idx1 + 1] = uvs.uv1.y;

            coords[2 * idx2] = uvs.uv2.x;
            coords[2 * idx2 + 1] = uvs.uv2.y;
        }
    }

    geom.attributes.uv.array = new Float32Array(coords);
}

function applyBoxUV(bufferGeometry, transformMatrix, boxSize) {

    if (transformMatrix === undefined) {
        transformMatrix = new THREE.Matrix4();
    }

    if (boxSize === undefined) {
        let geom = bufferGeometry;
        geom.computeBoundingBox();
        let bbox = geom.boundingBox;

        let bbox_size_x = bbox.max.x - bbox.min.x;
        let bbox_size_z = bbox.max.z - bbox.min.z;
        let bbox_size_y = bbox.max.y - bbox.min.y;

        boxSize = Math.max(bbox_size_x, bbox_size_y, bbox_size_z);
    }

    let uvBbox = new THREE.Box3(new THREE.Vector3(-boxSize / 2, -boxSize / 2, -boxSize / 2), new THREE.Vector3(boxSize / 2, boxSize / 2, boxSize / 2));

    _applyBoxUV(bufferGeometry, transformMatrix, uvBbox, boxSize);

}
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