我对三个JS有疑问。
提琴https://jsfiddle.net/syildiz/fk8thLsq/17/
我想创造跟随鼠标移动的眼睛。我上传的图像同时在背景中可见,并且图像连接处出现白线。
在示例中,我添加了要在正面和背面使用的图片。我想在正面,背面和背面使用图像(或颜色)。我也想摆脱白线,我该怎么办?
Frontside Image https://image.ibb.co/mmsJ7J/logo_front.png
Backside Image https://image.ibb.co/bE8i7J/logo_back.png (or color)
我对Three JS还是很陌生,如果能在这个问题上帮助我,我将不胜感激。
答案 0 :(得分:3)
您必须为对象分配两种材质,一种用于正面,另一种用于背面。然后,您需要设置每个面的materialIndex
,以便这些面知道要使用的材质。
// use material array to apply multiple materials
var material = [
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/mmsJ7J/logo_front.png")
}),
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/bE8i7J/logo_back.png")
})
];
// in your faces loop, set materialIndex according to front or back side of geometry
if (v1.z < 0)
faces[i].materialIndex = 1;
// after loop, set groupsNeedUpdate -> "Set to true if a face3 materialIndex has been updated."
geometry.groupsNeedUpdate = true;
关于白线:这是因为您位于纹理的最边缘(分别是圆的不透明边缘)。我添加了一些偏移,所以纹理会稍微重叠。
var max = geometry.boundingBox.max.clone().add(new THREE.Vector3(1,1,1)),
min = geometry.boundingBox.min.clone().add(new THREE.Vector3(-1,-1,-1));
// If the radius of the sphere is smaller, you should also set a smaller offset.
// in this example it's 1:60, which is ok.
这是一个摘要(或查看更新的jsFiddle:https://jsfiddle.net/fk8thLsq/36/)
//Setup:
var container = document.querySelector('#container');
var renderer = new THREE.WebGLRenderer({alpha: true});
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
renderer.setSize(WIDTH, HEIGHT);
var VIEW_ANGLE = 40;
var ASPECT = WIDTH / HEIGHT;
var NEAR = 0.1;
var FAR = 1000;
var camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(0, 0, 50);
var scene = new THREE.Scene();
scene.background = null;
scene.add(camera);
container.appendChild(renderer.domElement);
var RADIUS = 200;
var SEGMENTS = 50;
var RINGS = 50;
var group = new THREE.Group();
scene.add(group);
var material = [
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/mmsJ7J/logo_front.png" ),
overdraw: 0
}),
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/bE8i7J/logo_back.png" ),
overdraw: 0
})
];
scene.add(new THREE.AmbientLight(0xffffff, 0.2));
var light = new THREE.PointLight(0xffffff, 0.2);
camera.add(light);
var geometry = new THREE.SphereGeometry(60, 64, 32);
geometry.computeBoundingBox();
var max = geometry.boundingBox.max.clone().add(new THREE.Vector3(1,1,1)),
min = geometry.boundingBox.min.clone().add(new THREE.Vector3(-1,-1,-1));
var offset = new THREE.Vector2(0 - min.x, 0 - min.y);
var range = new THREE.Vector2(max.x - min.x, max.y - min.y);
var faces = geometry.faces;
geometry.faceVertexUvs[0] = [];
for (var i = 0; i < faces.length; i++) {
var v1 = geometry.vertices[faces[i].a],
v2 = geometry.vertices[faces[i].b],
v3 = geometry.vertices[faces[i].c];
if (v1.z < 0)
faces[i].materialIndex = 1;
geometry.faceVertexUvs[0].push([
new THREE.Vector2((v1.x + offset.x) / range.x, (v1.y + offset.y) / range.y),
new THREE.Vector2((v2.x + offset.x) / range.x, (v2.y + offset.y) / range.y),
new THREE.Vector2((v3.x + offset.x) / range.x, (v3.y + offset.y) / range.y)
]);
}
geometry.groupsNeedUpdate = true;
geometry.uvsNeedUpdate = true;
var mesh = new THREE.Mesh(geometry, material);
group.add(mesh);
group.position.z = -270;
var pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.x = -100;
pointLight.position.y = 0;
pointLight.position.z = 200;
scene.add(pointLight);
function update() {
renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);
function animationBuilder(direction) {
return function animateRotate() {
switch (direction) {
case 'up':
group.rotation.x -= 0.2;
break;
case 'down':
group.rotation.x += 0.2;
break;
case 'left':
group.rotation.y -= 0.2;
break;
case 'right':
group.rotation.y += 0.2;
break;
default:
break;
}
};
}
var animateDirection = {
up: animationBuilder('up'),
down: animationBuilder('down'),
left: animationBuilder('left'),
right: animationBuilder('right')
};
function checkKey(e) {
e = e || window.event;
e.preventDefault();
if (e.keyCode == '38') {
animateDirection.up();
} else if (e.keyCode == '40') {
animateDirection.down();
} else if (e.keyCode == '37') {
animateDirection.left();
} else if (e.keyCode == '39') {
animateDirection.right();
}
}
document.onkeydown = checkKey;
var lastMove = [window.innerWidth / 2, window.innerHeight / 2];
function rotateOnMouseMove(e) {
e = e || window.event;
var moveX = e.clientX - lastMove[0];
var moveY = e.clientY - lastMove[1];
group.rotation.y += moveX * .004;
group.rotation.x += moveY * .004;
lastMove[0] = e.clientX;
lastMove[1] = e.clientY;
}
document.addEventListener('mousemove', rotateOnMouseMove);
body{margin:0;background:#ddd;}
.logo{position:absolute;top:10px;width:100px;height:100px;background-size:100% auto;background-repeat:no-repeat;}
.front{left:10px;background-image:url("https://image.ibb.co/mmsJ7J/logo_front.png")}
.back{left:120px;background-image:url("https://image.ibb.co/bE8i7J/logo_back.png")}
<div class="logo front"></div>
<div class="logo back"></div>
<div id="container" width="100vw" height="100vh"></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
您会注意到两种材料之间仍然存在接缝。也许您应该为纹理使用纯色,并通过相应地设置材料属性来实现轻微的镜面反射行为。