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Javascript Threejs textureLoader-缩放和映射到网格_Javascript_Three.js_Loader_Texture Mapping - Fatal编程技术网

Javascript Threejs textureLoader-缩放和映射到网格

Javascript Threejs textureLoader-缩放和映射到网格,javascript,three.js,loader,texture-mapping,Javascript,Three.js,Loader,Texture Mapping,我有一个立方体,我正试图将图像映射到它上。我正在用加载管理器加载图像。我想知道为什么material.map返回为未定义,还想知道是否存在缩放问题。原始图像是512x512。这些盒子是20x20x20 我遗漏了所有关于相机、渲染器等的代码,但我试图将其全部包含在下面的代码片段/交互部分中 var loadingManager = new THREE.LoadingManager(); loadingManager.onProgress = function (item, loaded, tot

我有一个立方体,我正试图将图像映射到它上。我正在用加载管理器加载图像。我想知道为什么material.map返回为未定义,还想知道是否存在缩放问题。原始图像是512x512。这些盒子是20x20x20

我遗漏了所有关于相机、渲染器等的代码,但我试图将其全部包含在下面的代码片段/交互部分中

var loadingManager = new THREE.LoadingManager();

loadingManager.onProgress = function (item, loaded, total) {

  //Loading percentage
  console.log(loaded / total * 100 + '%');

}

//Signify loading done
loadingManager.onLoad = function () {

  //Start the animation when the models are done loading
  animate();
}

function init() {

  //create a loader
  var loader2 = new THREE.TextureLoader(loadingManager);

  //load the texture, and when it's done, push it into a material
  loader2.load("../img/leo.jpg", function (texture) {

    //do I need to do this?
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping
    texture.repeat.set(boxSize, boxSize)

    //why is this texture not coming through?
    console.log(texture)

    //does not work:
    material1 = new THREE.MeshBasicMaterial({
      map: texture,
      side: THREE.DoubleSide
    });


  })

  var geo = new THREE.BoxGeometry(30, 30, 30)
  var mat = new THREE.MeshBasicMaterial({
    color: 0xb7b7b7
  })
  mesh = new THREE.Mesh(geo, material1)
  scene.add(mesh)

}

// This works, so I know the image path is correct
var img = document.createElement('img');
img.src = '../img/leo.jpg';
document.getElementById('container').appendChild(img);
控制台日志中纹理的值如下:


错误与这样一个事实有关,即您在加载程序的
load
函数的回调外部关联材料,您必须在回调内部进行关联

从以下文件中:

  • 加载完成时将调用onLoad
您必须按照以下步骤操作:

loader2.load("../img/leo.jpg", function(texture) {
      texture.wrapS = texture.wrapT = THREE.RepeatWrapping
      texture.repeat.set( boxSize,boxSize )
      //why is this texture 1 not coming through?
      console.log(texture)

      //neither of these work:
      var geo = new THREE.BoxGeometry(30,30,30);
      material1 = new THREE.MeshBasicMaterial({ map: texture,side: THREE.DoubleSide });

      var mesh = new THREE.Mesh(geo, material1);

        // animation loop
       function animate() {

         requestAnimationFrame( animate );

         render();

        // update stats
        stats.update();
      }

      ...
});
要使其更具可读性并避免回调噩梦,请执行以下操作:

function myInit(texture) {
  ...
}

loader2.load("../img/leo.jpg", myInit);

定义
material1
时是否尝试添加断点?那一行的
纹理
值是多少?当您没有预期的行为时,调试是至关重要的。谢谢@Marcs-我已经添加了控制台日志的屏幕抓图。我添加了一个调试器并检查了它。考虑到材料中的图像为空,您有什么想法吗?不要担心代码片段。如果您需要外部库,则不方便,您也可以将其删除。谢谢@Marcs!是的,我想我的代码太乱了。这完全救了它!我太困了,再次感谢你抽出时间。很高兴帮助@EJW。请记住,在JavaScript中,在加载或访问外部资源时必须考虑回调。