纹理一般是指我们常见的在一些第三方程序中创建的图像,如Photoshop或GIMP。需要做的就是创建一个TextureLoader。调用它的load方法,同时传入图像的URL,并将材质的 map 属性设置为该方法的返回值,而不是设置它的 color属性。注意,使用的是 MeshBasicMaterial, 所以没有必要增加。但需要注意的是,并不是所有的几何体类型都支持多种材质。BoxGeometry 和 BoxGeometry 可以使用6种材料,每个面一个。ConeGeometry 和 ConeGeometry 可以使用2种材料,一种用于底部,一种用于侧面。
纹理演示
import * as THREE from 'three';
import {GUI} from 'three/addons/libs/lil-gui.module.min.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 boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
const cubes = []; // just an array we can use to rotate the cubes
const loader = new THREE.TextureLoader();
const texture = loader.load('https://threejs.org/manual/examples/resources/images/wall.jpg');
const material = new THREE.MeshBasicMaterial({
map: texture,
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
cubes.push(cube); // add to our list of cubes to rotate
class DegRadHelper {
constructor(obj, prop) {
this.obj = obj;
this.prop = prop;
}
get value() {
return THREE.MathUtils.radToDeg(this.obj[this.prop]);
}
set value(v) {
this.obj[this.prop] = THREE.MathUtils.degToRad(v);
}
}
class StringToNumberHelper {
constructor(obj, prop) {
this.obj = obj;
this.prop = prop;
}
get value() {
return this.obj[this.prop];
}
set value(v) {
this.obj[this.prop] = parseFloat(v);
}
}
const wrapModes = {
'ClampToEdgeWrapping': THREE.ClampToEdgeWrapping,
'RepeatWrapping': THREE.RepeatWrapping,
'MirroredRepeatWrapping': THREE.MirroredRepeatWrapping,
};
function updateTexture() {
texture.needsUpdate = true;
}
const gui = new GUI();
gui.add(new StringToNumberHelper(texture, 'wrapS'), 'value', wrapModes)
.name('texture.wrapS')
.onChange(updateTexture);
gui.add(new StringToNumberHelper(texture, 'wrapT'), 'value', wrapModes)
.name('texture.wrapT')
.onChange(updateTexture);
gui.add(texture.repeat, 'x', 0, 5, .01).name('texture.repeat.x');
gui.add(texture.repeat, 'y', 0, 5, .01).name('texture.repeat.y');
gui.add(texture.offset, 'x', -2, 2, .01).name('texture.offset.x');
gui.add(texture.offset, 'y', -2, 2, .01).name('texture.offset.y');
gui.add(texture.center, 'x', -.5, 1.5, .01).name('texture.center.x');
gui.add(texture.center, 'y', -.5, 1.5, .01).name('texture.center.y');
gui.add(new DegRadHelper(texture, 'rotation'), 'value', -360, 360)
.name('texture.rotation');
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();
}
cubes.forEach((cube, ndx) => {
const speed = .2 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
材质演示
const material = new THREE.MeshPhongMaterial({
color: 0xFF0000, // 红色 (也可以使用CSS的颜色字符串)
flatShading: true,
});
const material = new THREE.MeshPhongMaterial();
material.color.setHSL(0, 1, .5); // 红色
material.flatShading = true;
material.color.set(0x00FFFF); // 同 CSS的 #RRGGBB 风格
material.color.set(cssString); // 任何 CSS 颜色字符串, 比如 'purple', '#F32',
// 'rgb(255, 127, 64)',
// 'hsl(180, 50%, 25%)'
material.color.set(someColor) // 其他一些 THREE.Color
material.color.setHSL(h, s, l) // 其中 h, s, 和 l 从 0 到 1
material.color.setRGB(r, g, b) // 其中 r, g, 和 b 从 0 到 1
const m1 = new THREE.MeshBasicMaterial({color: 0xFF0000}); // 红色
const m2 = new THREE.MeshBasicMaterial({color: 'red'}); // 红色
const m3 = new THREE.MeshBasicMaterial({color: '#F00'}); // 红色
const m4 = new THREE.MeshBasicMaterial({color: 'rgb(255,0,0)'}); // 红色
const m5 = new THREE.MeshBasicMaterial({color: 'hsl(0,100%,50%)'}); // 红色