假设我有10个对象,并且我希望为每个对象提供从10个纹理池中随机挑选出来的纹理。我该如何处理这个网格对象呢?
for(var int = 0; int <= 10 ; int++)
{ var loader = new THREE.TextureLoader();
var testMat = new THREE.MeshPhongMaterial({ map: loader.load('images/image1') });
var testGeo = new THREE.SphereGeometry(50, 50, 50);
testSphere = new THREE.Mesh(testGeo, testMat);
testSphere.position.set(distance, 100, 100);
scene.add(testSphere); }
答案 0 :(得分:3)
假设所有纹理图像都以数字/顺序方式命名,您可以这样做:
...
var testMat = new THREE.MeshPhongMaterial({ map: loader.load('images/image' + THREE.Math.randInt(1, 10) ) });
...
如果没有,那么您将以与此类似的方式创建文件名列表,并从列表中选择一个随机值:
var texturesList = [
'images/image1',
'images/some-other-image',
'images/yet-another-image',
...
'images/10th-image'
];
...
...
var randIndex = THREE.Math.randInt(0, texturesList.length - 1);
var randTexture = loader.load(texturesList[randIndex]);
var testMat = new THREE.MeshPhongMaterial({ map: randTexture });
...