我正在使用图像制作自定义3D对象。首先,我从图像中提取轮廓,并在获得积分后创建形状。然后,我使用three.js拉伸几何体,使其看起来像3D对象。
问题是我使用的纹理显示为全黑。我使用此代码缩放纹理。
texture.wrapT = texture.wrapS = THREE.RepeatWrapping;
var rx = 1/img.width;
var ry = 1/img.height;
texture.repeat.set(rx,ry);
这给了我下图中的结果: 注意:我正在使用GLTF Exporter。
它可以正确缩放纹理,但是我无法设置偏移量。图像排列不正确。 我想动态设置偏移量,因为我的图像每次都会不同。我可以手动设置偏移量,并获得如下图所示的结果。但是我希望这是动态的。
注意:这是为此图像手动设置的偏移量,以获取结果。
texture.offset.set(0.188,0.934);
我真的需要帮助。任何帮助将不胜感激。谢谢。
答案 0 :(得分:0)
目前尚不清楚您要做什么,但是...
texture.repeat
设置纹理重复的次数,因此texture.repeat.set(2,3)
意味着重复两次,向下重复三次。这意味着您的代码texture.repeat.set(1 / img.width, 1 / img.height)
将扩展纹理,以便仅可见1个像素。
repeat.set(2, 3);
在3次击落中重复2次
repeat.set(1/2, 1/3);
在.33向下重复0.5,换句话说,显示一半的纹理,向下1/3的纹理
offset
将纹理移动到
如果要以像素为单位移动,请在此处使用img.width
请参阅this page底部的示例
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r110/build/three.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2;
const scene = new THREE.Scene();
const geometry = new THREE.PlaneGeometry(1, 1);
const obs = []; // just an array we can use to rotate the cubes
const loader = new THREE.TextureLoader();
for (let i = 0; i < 10; ++i) {
const texture = loader.load('https://i.imgur.com/ZKMnXce.png');
// expand the texture so only 40% of stretched across the plane
texture.repeat.set(0.4, 0.4);
// randomly offset the texture
texture.offset.set(rand(1), rand(1));
// make it repeat
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.magFilter = THREE.NearestFilter;
const material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.DoubleSide,
});
const plane = new THREE.Mesh(geometry, material);
plane.position.set(rand(-1, 1), rand(-1, 1), 0);
plane.position.set(rand(-1, 1), rand(-1, 1), 0);
scene.add(plane);
obs.push(plane); // add to our list of obs to rotate
}
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return Math.random() * (max - min) + min;
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
obs.forEach((obj, ndx) => {
const speed = .2 + ndx * .1;
const rot = time * speed;
obj.rotation.z = rot;
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>