1、测试页面:index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>测试</title>
<script src="js/three.min.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/tweenjs.min.js"></script>
<style>
html, body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<canvas></canvas>
</body>
<script src="js/chapter/chapter6.1.js"></script>
</html>
2、js代码实现:chapter6.1.js
var scene, camera, renderer;
function init() {
//init scene
scene = new THREE.Scene();
//init renderer
var canvas = document.body.querySelector("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000, 1);
//init camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 100);
camera.up.set(0, 1, 0);
camera.lookAt(0, 0, 0);
//init light
var light = new THREE.PointLight(0xffffff);
light.position.set(0, 0, 100);
scene.add(light);
var geometry = new THREE.PlaneGeometry(60, 30);
var texture = new THREE.TextureLoader().load("images/a.jpg");
var material = new THREE.MeshLambertMaterial({
map: texture,
side: THREE.DoubleSide
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function animate() {
//不是很明白为什么设置纹理需要用requestAnimationFrame
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
init();
animate();
单个平面的纹理贴图会覆盖整个Geometry的平面,如果要做出商标那样覆盖局部区域的贴图,便满足不了需求。对于这种情况,初步设想是新增一个小的平面作为商标贴图的区域,然后使该平面与原平面紧贴。如下图:紫色区域的正方体的一个面,左上角是另一个平面贴图。
代码实现:
var box = new THREE.BoxGeometry(25, 25, 25);
var boxMaterial = new THREE.MeshLambertMaterial({color: 0xDDA0DD});
var boxMesh = new THREE.Mesh(box, boxMaterial);
scene.add(boxMesh);
var plane = new THREE.PlaneGeometry(6, 4);
var texture = new THREE.TextureLoader().load("images/a.jpg");
var planeMaterial = new THREE.MeshLambertMaterial({
map: texture
});
var planeMesh = new THREE.Mesh(plane, planeMaterial);
planeMesh.translateX(-9);
planeMesh.translateY(10);
planeMesh.translateZ(15.6);//平移纹理贴图网格模型
scene.add(planeMesh);
实际操作的过程中发现,要想正好将贴图贴在几何体上,贴图的位置还是很难调整的,特别是当集合体的角度不好计算的时候,就更难确定坐标了。不知道当物体在运动过程中是怎么保证贴图的位置正确的...前端真的好难啊= =
转载于:https://my.oschina.net/u/4108765/blog/3059560