在Three.js中的平面上应用两个纹理

时间:2018-01-31 15:15:33

标签: three.js

是否可以在平面上同时添加两个纹理?还是一个立方体?

我想在平面的上半部分应用一个纹理,在下半部分应用不同的纹理。

这样的事情:

enter image description here

这是我到目前为止设置的

var geometry = new THREE.PlaneGeometry( 2, 2 );
var loader = new THREE.TextureLoader();
var texture = loader.load( 'textures/stone.png');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 4, 4 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var mesh = new THREE.Mesh(geometry, material);

scene.add(mesh);

2 个答案:

答案 0 :(得分:1)

您需要分割几何体,并使用多种材质。

这意味着您将使用PlaneGeometrywidthSegmentsheightSegments参数来定义一个只有两个面的平面。这是必要的,因为每张脸只能有一种材料(除非你做了一些非常花哨的混合)。

获得分段平面后,您可以指定每个面的materialIndex指向单独的材质。

您还将使用材质数组定义网格,而不仅仅是一个 - 每个面的materialIndex引用材质数组中的索引。

我要做的最后一件事就是调整面部UV和纹理重复/包裹,以达到你想要的效果。

如果您对此主题有其他疑问,请发表评论,我会尝试解决这些问题。

// https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js
// https://threejs.org/examples/js/controls/TrackballControls.js

/**********************/
/*   Initialization   */
/**********************/

var renderer = new THREE.WebGLRenderer( {
	canvas: document.getElementById( "view" ),
	antialias: true,
  alpha: true
} );

var scene = new THREE.Scene();

var camera = new THREE.PerspectiveCamera( 28, 1, 1, 1000 );
camera.position.z = 50;

camera.add( new THREE.PointLight( 0xffffff, 1, Infinity ) );

scene.add( camera );

var controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.addEventListener( "change", render );

/**********************/
/* Populate the Scene */
/**********************/

var texLoader = new THREE.TextureLoader();

var tex1 = texLoader.load( "https://upload.wikimedia.org/wikipedia/commons/2/2b/WallRGB.png", render ); // bricks
var tex2 = texLoader.load( "https://upload.wikimedia.org/wikipedia/commons/6/6f/NGC772_-_SDSS_DR14.png", render ); // space

var mat1 = new THREE.MeshLambertMaterial( { map: tex1 } );
var mat2 = new THREE.MeshLambertMaterial( { map: tex2 } );

// First, segment your geometry however you need it.
// This one is segmented into 1 horizontal segment with 2 vertical segments.
var planeGeo = new THREE.PlaneGeometry( 10, 10, 1, 2 );

// Next you need to set up your faces to use specific materials.
planeGeo.faces[ 0 ].materialIndex = 0;
planeGeo.faces[ 1 ].materialIndex = 0;
planeGeo.faces[ 2 ].materialIndex = 1;
planeGeo.faces[ 3 ].materialIndex = 1;

// You can create a mesh using an array of materials, referenced by materialIndex.
var mesh = new THREE.Mesh( planeGeo, [ mat1, mat2 ] );

scene.add( mesh );

/**********************/
/*   Render Function  */
/**********************/

function render () {
	renderer.render( scene, camera );
}
render();

/**********************/
/*   Animation Loop   */
/**********************/

function animate () {
	requestAnimationFrame( animate );
	controls.update();
}
animate();
<!DOCTYPE html>
<html>

<head>
	<meta charset="utf-8" />
	<meta http-equiv="X-UA-Compatible" content="chrome=1,IE=edge">
	<title>TEST</title>

	<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>
	<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>

</head>

<body>
	
  <canvas id="view" width="500" height="500" style="border: 1px black solid;"></canvas>

	<script src="test.js"></script>

</body>

</html>

答案 1 :(得分:0)

作为@ TheJim01的答案的补充,下面的代码将调整地板几何图形上的UV坐标,以使其平铺:

var tileSize = 24;
var textureSize = 256;
var floorScale = tileSize/textureSize;
floorGeometry.faceVertexUvs.forEach(layer => layer.forEach((face, i) => {
    const base = layer[i % 2];
    if (i % 2) {
        face[0].x = 0;
        face[0].y = floorScale;
        face[1].x = floorScale;
        face[1].y = floorScale;
        face[2].x = floorScale;
        face[2].y = 0;  
    } else {
        face[0].x = 0;
        face[0].y = 0;          
        face[1].x = 0;
        face[1].y = floorScale;
        face[2].x = floorScale;
        face[2].y = 0;
    }
}));