我想用Three.js旋转出现在立方体一面上的纹理。
由于这个立方体是用不同的纹理多次创建的,我使用了一个用纹理参数创建材质和网格的函数。
但是我需要将这个纹理旋转90°,我发现最好的方法是创建一个画布,将纹理放入,旋转它并使用这个画布作为网格纹理。我尝试使用此代码实现此目的:Three.js Rotate Texture,但不幸的是我总是得到黑色纹理。
这是我的功能:
function createCube(pos, texture) {
var img = new Image();
img.src = texture;
var imgWidth = imgHeight = img.width;
var mapCanvas = document.createElement( 'canvas' );
mapCanvas.width = mapCanvas.height = img.width;
// document.body.appendChild( mapCanvas );
var ctx = mapCanvas.getContext( '2d' );
ctx.translate( imgWidth / 2, imgHeight / 2 );
ctx.rotate( Math.PI / 2 );
ctx.translate( -imgWidth / 2, -imgHeight / 2 );
ctx.drawImage( img, 0, 0, imgWidth, imgHeight );
var texture = new THREE.Texture( mapCanvas );
texture.needsUpdate = true;
var materials = [
//Left side (posx)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Right side (negx)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Top side (posy)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Bottom side (negy)
new THREE.MeshLambertMaterial({
color: 0xffffff,
map: texture
}),
//Front side (posz)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Back side (negz)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
})
];
cube = new THREE.Mesh(new THREE.CubeGeometry(100, 2, 100, 1, 1, 1), new THREE.MeshFaceMaterial(materials));
...
return cube;
}
也许这可能是因为当附加到画布时纹理尚未加载?
我删除了img.onLoad
(来自Three.js Rotate Texture),因为我不知道如何在多次调用函数中使用此回调...
此外,这个函数用于返回网格,我可以使用extern .onLoad
函数吗?
谢谢!
答案 0 :(得分:1)
你猜测“由于纹理尚未加载到画布上”,这绝对是正确的。
您只需要重新引入回调,这需要对代码进行一些重新排序。应该有点像这样(未经测试,但如果不立即工作,应该明确的想法):
function createCube(pos, texture) {
var img = new Image();
var imgWidth = imgHeight = img.width;
var mapCanvas = document.createElement( 'canvas' );
mapCanvas.width = mapCanvas.height = img.width;
var texture = new THREE.Texture( mapCanvas );
img.onload = function() {
// document.body.appendChild( mapCanvas );
var ctx = mapCanvas.getContext( '2d' );
ctx.translate( imgWidth / 2, imgHeight / 2 );
ctx.rotate( Math.PI / 2 );
ctx.translate( -imgWidth / 2, -imgHeight / 2 );
ctx.drawImage( img, 0, 0, imgWidth, imgHeight );
texture.needsUpdate = true;
}
var materials = [
//Left side (posx)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Right side (negx)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Top side (posy)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Bottom side (negy)
new THREE.MeshLambertMaterial({
color: 0xffffff,
map: texture
}),
//Front side (posz)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Back side (negz)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
})
];
img.src = texture;
cube = new THREE.Mesh(new THREE.CubeGeometry(100, 2, 100, 1, 1, 1), new THREE.MeshFaceMaterial(materials));
...
return cube;
}
你需要有一个渲染循环,或者也可以在onload回调中重新渲染场景。