一、测试页面:index.htmlhtml
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>测试</title> <script src="js/three.min.js"></script> <script src="js/stats.min.js"></script> <script src="js/tweenjs.min.js"></script> <style> html, body { width: 100%; height: 100%; margin: 0; padding: 0; } </style> </head> <body> <canvas></canvas> </body> <script src="js/chapter/chapter6.1.js"></script> </html>
二、js代码实现:chapter6.1.js前端
var scene, camera, renderer; function init() { //init scene scene = new THREE.Scene(); //init renderer var canvas = document.body.querySelector("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setClearColor(0x000000, 1); //init camera camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000); camera.position.set(0, 0, 100); camera.up.set(0, 1, 0); camera.lookAt(0, 0, 0); //init light var light = new THREE.PointLight(0xffffff); light.position.set(0, 0, 100); scene.add(light); var geometry = new THREE.PlaneGeometry(60, 30); var texture = new THREE.TextureLoader().load("images/a.jpg"); var material = new THREE.MeshLambertMaterial({ map: texture, side: THREE.DoubleSide }); var mesh = new THREE.Mesh(geometry, material); scene.add(mesh); } function animate() { //不是很明白为何设置纹理须要用requestAnimationFrame requestAnimationFrame(animate); renderer.render(scene, camera); } init(); animate();
单个平面的纹理贴图会覆盖整个Geometry的平面,若是要作出商标那样覆盖局部区域的贴图,便知足不了需求。对于这种状况,初步设想是新增一个小的平面做为商标贴图的区域,而后使该平面与原平面紧贴。以下图:紫色区域的正方体的一个面,左上角是另外一个平面贴图。canvas
代码实现:ide
var box = new THREE.BoxGeometry(25, 25, 25); var boxMaterial = new THREE.MeshLambertMaterial({color: 0xDDA0DD}); var boxMesh = new THREE.Mesh(box, boxMaterial); scene.add(boxMesh); var plane = new THREE.PlaneGeometry(6, 4); var texture = new THREE.TextureLoader().load("images/a.jpg"); var planeMaterial = new THREE.MeshLambertMaterial({ map: texture }); var planeMesh = new THREE.Mesh(plane, planeMaterial); planeMesh.translateX(-9); planeMesh.translateY(10); planeMesh.translateZ(15.6);//平移纹理贴图网格模型 scene.add(planeMesh);
实际操做的过程当中发现,要想正好将贴图贴在几何体上,贴图的位置仍是很难调整的,特别是当集合体的角度很差计算的时候,就更难肯定坐标了。不知道当物体在运动过程当中是怎么保证贴图的位置正确的...前端真的好难啊= =测试