我正在使用html 5 canvas进行项目。为此,我使用three.js库绘制一些简单的橱柜形状的简单立方体。我已经添加了环境光,抗锯齿和纹理。如果一切顺利,它会渲染橱柜,你可以用鼠标移动它。
当前问题:
var textureMap = map: THREE.ImageUtils.loadTexture("wood1.jpg")
textureMap.wrapS = THREE.RepeatWrapping;
textureMap.wrapT = THREE.RepeatWrapping;
textureMap.repeat.x = 100;
textureMap.repeat.y = 100;
material = new THREE.MeshLambertMaterial(textureMap);
纹理目前在每个表面上拉伸。我更喜欢平铺,但似乎无法让它工作。根据我在网站上发现的内容,上面的代码是我想出的最佳猜测(抱歉,无法与我目前的声誉分享更多链接)。它被注释掉了,因为它会阻止脚本运行。
我以前有一些滞后问题。快速搜索后,我发现一个网站(抱歉,无法与我目前的声誉分享更多链接)告诉我,我必须在主循环中设置超时,并且我应该使用第二个画布进行缓冲。添加超时就像一个魅力,但我仍然对缓冲画布感到好奇。因为我正在处理渲染器和画布,所以我不确定如何解决这个问题。我甚至不知道我是否还应该使用缓冲区,因为它现在似乎工作得很好,但是当我尝试一次渲染更多网格时,将来可能会改变。
我的代码目前只在Firefox中运行。 Chrome和Internet Explorer都只显示一个空白屏幕。我需要改变什么才能解决这个问题?
当我在firefox中运行代码时,橱柜首先是完全黑色的。当我移动它(根本)时它立即变为纹理。有任何想法吗?我可以想出一个肮脏的修复程序,在设置中上下移动相机1个像素,但我宁愿不这样做。
我尝试将代码上传到jsfiddle(从tinypic导入texture)但这样做并不顺利。无论是我输入的纹理错误还是jsfiddle只是在我使用外部图片时不喜欢它。但是,如果您下载纹理并将其放在与代码相同的文件夹中,您应该可以在firefox中打开它(仅适用于firefox(请参阅问题4))。因此,如果您想了解发生了什么:将代码复制到.html文件中并下载纹理。
<!DOCTYPE HTML>
<html>
<head>
<title>Canvas demo</title>
<script type="text/javascript" src="http://www.html5canvastutorials.com/libraries/Three.js"></script>
<script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
</head>
<body>
<script type="text/javascript">
//three.js vars
var camera;
var scene;
var renderer;
var material;
var directionalLight;
//input vars
var lastX = 0;
var lastY = 450;
var clickX;
var clickY;
var mousedown;
function rerender(){
//draw
renderer.render(scene, camera);
//redraw after 25 ms (the 25 ms delay reduces lag)
setTimeOut( requestAnimFrame(function(){rerender()}), 25);
}
$(document).ready(function() {
//initialize renderer
renderer = new THREE.WebGLRenderer({antialias : true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.domElement.id = "visiblecanvas";
document.body.appendChild(renderer.domElement);
//camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.y = -450;
camera.position.z = 400;
camera.rotation.x = 45.2;
//scene
scene = new THREE.Scene();
//material
//non-working tiled texture
/*
var textureMap = map: THREE.ImageUtils.loadTexture("wood1.jpg")
textureMap.wrapS = THREE.RepeatWrapping;
textureMap.wrapT = THREE.RepeatWrapping;
textureMap.repeat.x = 100;
textureMap.repeat.y = 100;
*/
//workingg stretched texture
material = new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture("wood1.jpg")});
//the cupboard
//cube
var cube1 = new THREE.Mesh(new THREE.CubeGeometry(300,50,10), material);
cube1.overdraw = true;
scene.add(cube1);
//cube
var cube2 = new THREE.Mesh(new THREE.CubeGeometry(300,10,300), material);
cube2.overdraw = true;
cube2.position.z += 150;
cube2.position.y += 20;
scene.add(cube2);
//cube
var cube3 = new THREE.Mesh(new THREE.CubeGeometry(10,50,300), material);
cube3.overdraw = true;
cube3.position.z += 150;
cube3.position.x += 145;
scene.add(cube3);
//cube
var cube4 = new THREE.Mesh(new THREE.CubeGeometry(10,50,300), material);
cube4.overdraw = true;
cube4.position.z += 150;
cube4.position.x -= 145;
scene.add(cube4);
//cube
var cube5 = new THREE.Mesh(new THREE.CubeGeometry(300,50,10), material);
cube5.overdraw = true;
cube5.position.z += 300;
scene.add(cube5);
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
// add directional light source
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
//mousedown event
$('#visiblecanvas').mousedown(function(e){
clickX = e.pageX - this.offsetLeft + lastX;
clickY = e.pageY - this.offsetLeft + lastY;
mousedown = true;
});
//mousemove event, act if mousedown
$('#visiblecanvas').mousemove(function(e){
if(mousedown) {
var xDiff = e.pageX - this.offsetLeft - clickX;
var yDiff = e.pageY - this.offsetLeft - clickY;
lastX = -xDiff;
lastY = -yDiff;
camera.position.x = lastX;
camera.position.y = -lastY;
rerender();
}
delay(5);
});
//mouseup event
$('#visiblecanvas').mouseup(function(e){
mousedown = false;
});
//mouseleave event (mouse leaves canvas, stop moving cupboard)
$('#visiblecanvas').mouseleave(function(e){
mousedown = false;
});
rerender();
});
//request new frame
window.requestAnimFrame = (function (callback){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
</script>
</body>
</html>
谢谢你看看!希望你能回答我的任何问题。
答案 0 :(得分:3)
1)使用JavaScript控制台调试代码。
2)jsfiddle缺少jQuery。
3)这一行:
var textureMap = map: THREE.ImageUtils.loadTexture("wood1.jpg")
必须是:
var textureMap = THREE.ImageUtils.loadTexture("wood1.jpg");
查看额外的map:
和缺少的分号。
4)repeat
纹理参数太大。默认值为1,重复纹理一次。尝试将该值更改为2,3,......等等。
5)delay
函数未定义,删除它
6)setTimeOut
函数未定义(setTimeout
?, JavaScript区分大小写)
7)将rendererer
函数重写为:
function rerender(){
requestAnimFrame(rerender);
renderer.render(scene, camera);
}
看看这个:http://paulirish.com/2011/requestanimationframe-for-smart-animating/
8)取消对rerender
事件
mousemove
功能的调用
9)IE和WebGL?
答案 1 :(得分:0)
尝试:
function rerender(){
requestAnimFrame(rerender);
renderer.render(scene, camera);
}