我正在制作一个简单的全景网络应用程序,用户可以在其中转动圆圈并点击加载的全景图中的精灵。我使用three.js在CSS3D中工作,现在我需要让它在WebGL中工作。我已经加载了全景图,并且必须将一个精灵添加到场景中,因为没有错误,但我无法看到精灵。
如何让它可见?
这里是相关代码(省略所有标准事件函数和渲染循环):
function init() {
var container, mesh;
container = document.getElementById('container');
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1100);
camera.target = new THREE.Vector3(0, 0, 0);
scene = new THREE.Scene();
var sides = [
{
url: '/assets/posx.jpg'
},
{
url: '/assets/negx.jpg'
},
{
url: '/assets/posy.jpg'
},
{
url: '/assets/negy.jpg'
},
{
url: '/assets/posz.jpg'
},
{
url: '/assets/negz.jpg'
}
];
var k = 8
for (var i = 0; i < sides.length; i++) {
var side = sides[ i ];
var geometry = new THREE.SphereGeometry(5, k, k);
k += 8;
geometry.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
var material = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture(side.url)
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
var map = THREE.ImageUtils.loadTexture("/assets/soap.png");
material = new THREE.SpriteMaterial({ map: map, color: 0xffffff, fog: false });
var sprite = new THREE.Sprite(material);
sprite.position.x = 128;
sprite.position.y = 128;
sprite.position.z = 128;
scene.add(sprite);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mousewheel', onDocumentMouseWheel, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
window.addEventListener('resize', onWindowResize, false);
}
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答案 0 :(得分:1)
如果我没弄错的话,你的球体半径为5
,而你的精灵位于128,128,128
以外的球体之外。您需要增加球体半径或将精灵位置减少到半径范围内的位置。
var geometry = new THREE.SphereGeometry(256, k, k);