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three.js贴图
使用图像作为材质。这时候,就需要导入图像作为纹理贴图,并添加到相应的材质中
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(‘mainCanvas‘) }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-10, 10, 7.5, -7.5, 0.1, 100); camera.position.set(25, 25, 25); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); // light var light = new THREE.PointLight(0xffffff, 1, 1000); light.position.set(10, 15, 20); scene.add(light); //如果没有重绘函数,就需要在完成导入纹理的步骤后,重新绘制画面,这是在回调函数中实现 var texture = THREE.ImageUtils.loadTexture(‘img/0.png‘, {}, function() {//将图片导入到纹理中 renderer.render(scene, camera); }); var material = new THREE.MeshLambertMaterial({//将材质的map属性设置为texture: map: texture }); var cube = new THREE.Mesh(new THREE.CubeGeometry(5, 5, 5), material); scene.add(cube); //var sphere = new THREE.Mesh(new THREE.SphereGeometry(5, 25, 15), material); //scene.add(sphere); renderer.render(scene, camera); } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> </html>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(‘mainCanvas‘) }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-10, 10, 7.5, -7.5, 0.1, 100); camera.position.set(25, 25, 25); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); // light var light = new THREE.PointLight(0xffffff, 1, 1000); light.position.set(10, 15, 20); scene.add(light); var materials = []; for (var i = 0; i < 6; ++i) {//导入图像到六个纹理,并设置到六个材质中 materials.push(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture(‘img/‘ + i + ‘.png‘, {}, function() { renderer.render(scene, camera); }), overdraw: true })); } var cube = new THREE.Mesh(new THREE.CubeGeometry(5, 5, 5), new THREE.MeshFaceMaterial(materials)); scene.add(cube); renderer.render(scene, camera); } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> </html>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(‘mainCanvas‘) }); //renderer.setClearColor(0x666666); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-10, 10, 7.5, -7.5, 0.1, 100); camera.position.set(0, 0, 25); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); // light var light = new THREE.PointLight(0xffffff, 1, 1000); light.position.set(10, 15, 20); scene.add(light); var texture = THREE.ImageUtils.loadTexture(‘img/chess.png‘, {}, function() { renderer.render(scene, camera); }); texture.wrapS = texture.wrapT = THREE.RepeatWrapping;//指定重复方式为两个方向(wrapS和wrapT)都重复 texture.repeat.set(4, 4);//,设置两个方向上都重复4次,由于我们的图像本来是有2行2列,所以重复4次即为8行8列 var material = new THREE.MeshLambertMaterial({ map: texture }); var plane = new THREE.Mesh(new THREE.PlaneGeometry(12, 12), material); scene.add(plane); renderer.render(scene, camera); } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> </html>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(‘mainCanvas‘) }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100); camera.position.set(5, 5, 20); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material);//把几何形状与材质传入其构造函数 scene.add(mesh); var light = new THREE.DirectionalLight(0xffffff); light.position.set(20, 10, 5); scene.add(light); // render renderer.render(scene, camera); } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> </html>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(‘mainCanvas‘) }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100); camera.position.set(5, 5, 20); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); mesh.material = new THREE.MeshLambertMaterial({ color: 0xff0000 }); var light = new THREE.DirectionalLight(0xffffff); light.position.set(20, 10, 5); scene.add(light); // render renderer.render(scene, camera); } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> </html>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript"> function init() { var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(‘mainCanvas‘) }); renderer.setClearColor(0x000000); var scene = new THREE.Scene(); // camera var camera = new THREE.OrthographicCamera(-2.5, 2.5, 1.875, -1.875, 0.1, 100); camera.position.set(5, 5, 20); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var material = new THREE.MeshLambertMaterial({ color: 0xffff00 }); var geometry = new THREE.CubeGeometry(1, 2, 3); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); mesh.position.set(1.5, -0.5, 0); mesh.position = new THREE.Vector3(1.5, -0.5, 0); mesh.position.z = 1;//只设置其中一个属性 //如果需要同时设置多个属性,可以使用以下两种方法: mesh.position.set(1.5, -0.5, 0); var light = new THREE.DirectionalLight(0xffffff); light.position.set(20, 10, 5); scene.add(light); drawAxes(scene); // render renderer.render(scene, camera); } function drawAxes(scene) { // x-axis var xGeo = new THREE.Geometry(); xGeo.vertices.push(new THREE.Vector3(0, 0, 0)); xGeo.vertices.push(new THREE.Vector3(1, 0, 0)); var xMat = new THREE.LineBasicMaterial({ color: 0xff0000 }); var xAxis = new THREE.Line(xGeo, xMat); scene.add(xAxis); // y-axis var yGeo = new THREE.Geometry(); yGeo.vertices.push(new THREE.Vector3(0, 0, 0)); yGeo.vertices.push(new THREE.Vector3(0, 1, 0)); var yMat = new THREE.LineBasicMaterial({ color: 0x00ff00 }); var yAxis = new THREE.Line(yGeo, yMat); scene.add(yAxis); // z-axis var zGeo = new THREE.Geometry(); zGeo.vertices.push(new THREE.Vector3(0, 0, 0)); zGeo.vertices.push(new THREE.Vector3(0, 0, 1)); var zMat = new THREE.LineBasicMaterial({ color: 0x00ccff }); var zAxis = new THREE.Line(zGeo, zMat); scene.add(zAxis); } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="400px" height="300px" ></canvas> </body> </html>
缩放对应的属性是scale,旋转对应的属性是rotation,具体方法与上例相同
three.js贴图
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