减去的几何形状导致奇怪的照明

subtracted geometries result in strange lighting

在 three.js 中,我正在尝试使用我在这里找到的这个 csg(构造实体几何)扩展从一个盒子几何体(一堵墙)'cut out' window:https://github.com/chandlerprall/ThreeCSG

我切割成功了window,但是结果的表面反光很奇怪,见下图(先是正常,然后是window的墙)

var leftWallGeometry = new THREE.BoxGeometry( $scope.wall.width, $scope.room.height, $scope.room.depth);
var leftWallMesh = new THREE.Mesh( leftWallGeometry );

var leftWallBSP = new ThreeBSP( leftWallMesh );

var leftWindowGeometry = new THREE.BoxGeometry($scope.wall.width +10, 100, 100 );
var leftWindowMesh = new THREE.Mesh( leftWindowGeometry)

var leftWindowBSP = new ThreeBSP( leftWindowMesh );

var windowWallBSP = leftWallBSP.subtract( leftWindowBSP );
var result = windowWallBSP.toMesh( wallMaterial );
result.geometry.computeVertexNormals();

result.position.x = $scope.room.width / -2
result.position.y = $scope.room.height / 2
$scope.scene.add( result ); 

墙 material 是具有重复纹理和凹凸贴图的 MeshPhongMaterial。

var wallTexture = new THREE.ImageUtils.loadTexture('img/wall_diffuse_0.jpg')
// wall bump texture
var wallBumpTexture = new THREE.ImageUtils.loadTexture('img/bump_1.jpg')


// repeate wall texture and wall bump texture
wallTexture.wrapS = wallTexture.wrapT = THREE.RepeatWrapping; 
wallTexture.repeat.set( 10, 10 );

wallBumpTexture.wrapS = wallBumpTexture.wrapT = THREE.RepeatWrapping; 
wallBumpTexture.repeat.set( 10, 10 );

var wallMaterial = new THREE.MeshPhongMaterial( { map: wallTexture, bumpMap: wallBumpTexture, bumpScale: 0.2} );

如有任何关于如何解决这个奇怪的 light/reflection 问题的建议,我将不胜感激。或者如何在 three.js.

中从 walls/boxes 中剪切 windows

尝试将墙壁 Material 的阴影设置为平面阴影:

wallMaterial.shading = THREE.FlatShading;

正确着色的墙示例图片: