Javascript Three.js将随机图像应用于一组立方体中每个立方体的每个面
我不熟悉three.js和WebGL,所以请耐心听我说:) 作为起点,我能够将6幅图像映射到立方体的每个面上。然后复制此多维数据集,创建如下所示的效果: 我想做的是有一个x数量的图像数组(比如说12个),并将这12个图像中的每一个随机应用到每个立方体的每个面上。在对这一主题进行了广泛研究之后,我不确定这是否可行,但希望进一步澄清或确认 这是我的代码:Javascript Three.js将随机图像应用于一组立方体中每个立方体的每个面,javascript,three.js,Javascript,Three.js,我不熟悉three.js和WebGL,所以请耐心听我说:) 作为起点,我能够将6幅图像映射到立方体的每个面上。然后复制此多维数据集,创建如下所示的效果: 我想做的是有一个x数量的图像数组(比如说12个),并将这12个图像中的每一个随机应用到每个立方体的每个面上。在对这一主题进行了广泛研究之后,我不确定这是否可行,但希望进一步澄清或确认 这是我的代码: var camera, scene, renderer; var geometry, group; var
var camera, scene, renderer;
var geometry, group;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var material = new THREE.MeshFaceMaterial( [
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '1.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '2.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '3.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '4.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '5.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '6.jpg' ) } )
] );
group = new THREE.Group();
for ( var i = 0; i < 60; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 1000 - 500;
mesh.position.y = Math.random() * 1000 - 500;
mesh.position.z = Math.random() * 1000 - 500;
mesh.rotation.x = Math.random() * 2 * Math.PI;
mesh.rotation.y = Math.random() * 2 * Math.PI;
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
group.add( mesh );
}
scene.add( group );
renderer = new THREE.WebGLRenderer( { alpha: true } );
renderer.setClearColor( 0x000000, 0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 1;
mouseY = ( event.clientY - windowHalfY ) * 1;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now() * 0.001;
var rx = Math.sin( time * 0.7 ) * 0.5,
ry = Math.sin( time * 0.3 ) * 0.5,
rz = Math.sin( time * 0.2 ) * 0.5;
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
group.rotation.x = rx;
group.rotation.y = ry;
group.rotation.z = rz;
renderer.render( scene, camera );
}
var摄像机、场景、渲染器;
变量几何,组;
var mouseX=0,mouseY=0;
var windowHalfX=window.innerWidth/2;
var windowHalfY=window.innerHeight/2;
document.addEventListener('mousemove',onDocumentMouseMove,false);
init();
制作动画();
函数init(){
container=document.createElement('div');
文件.正文.附件(容器);
摄像头=新的三个透视摄像头(40,window.innerWidth/window.innerHeight,11000);
摄像机位置z=500;
场景=新的三个。场景();
var geometry=新的3.BoxGeometry(100100100);
var材质=新的三个。网格面材质([
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('1.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('2.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('3.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('4.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('5.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('6.jpg')})
] );
组=新的三个。组();
对于(变量i=0;i<60;i++){
var mesh=新的三个网格(几何体、材质);
mesh.position.x=Math.random()*1000-500;
mesh.position.y=Math.random()*1000-500;
mesh.position.z=Math.random()*1000-500;
mesh.rotation.x=Math.random()*2*Math.PI;
mesh.rotation.y=Math.random()*2*Math.PI;
mesh.matrixAutoUpdate=false;
mesh.updateMatrix();
组。添加(网格);
}
场景。添加(组);
renderer=new THREE.WebGLRenderer({alpha:true});
renderer.setClearColor(0x000000,0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth、window.innerHeight);
renderer.sortObjects=false;
container.appendChild(renderer.doElement);
//
addEventListener('resize',onWindowResize,false);
}
函数onWindowResize(){
windowHalfX=window.innerWidth/2;
windowHalfY=window.innerHeight/2;
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth、window.innerHeight);
}
onDocumentMouseMove函数(事件){
mouseX=(event.clientX-windowHalfX)*1;
mouseY=(event.clientY-windowHalfY)*1;
}
//
函数animate(){
请求动画帧(动画);
render();
}
函数render(){
var time=Date.now()*0.001;
var rx=数学sin(时间*0.7)*0.5,
ry=数学sin(时间*0.3)*0.5,
rz=数学sin(时间*0.2)*0.5;
camera.position.x+=(mouseX-camera.position.x)*.05;
camera.position.y+=(-mouseY-camera.position.y)*.05;
摄像机。注视(场景。位置);
旋转组x=rx;
旋转组y=ry;
旋转组z=rz;
渲染器。渲染(场景、摄影机);
}
提前谢谢你 那么你只想随机排列这些图像
// create Array of basic image materials.
var images = [
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '1.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '2.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '3.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '4.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '5.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '6.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '7.jpg' ) } ),
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( '8.jpg' ) } )
];
group = new THREE.Group();
for ( var i = 0; i < 60; i ++ ) {
// clone the array so we can splice some out, this way an image wont be applied twice to the same cube.
var clone = images.splice(0);
var newArray = [];
for(var j = 0, j < 6, j++){
newArray[j] = clone.splice(Math.floor(Math.random() * clone.length-1), 1);
}
// create material.
var material = new THREE.MeshFaceMaterial(newArray);
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 1000 - 500;
mesh.position.y = Math.random() * 1000 - 500;
mesh.position.z = Math.random() * 1000 - 500;
mesh.rotation.x = Math.random() * 2 * Math.PI;
mesh.rotation.y = Math.random() * 2 * Math.PI;
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
group.add( mesh );
}
scene.add( group );
//创建基本图像材质数组。
变量图像=[
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('1.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('2.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('3.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('4.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('5.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('6.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('7.jpg')}),
新的THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture('8.jpg')})
];
组=新的三个。组();
对于(变量i=0;i<60;i++){
//克隆阵列以便我们可以拼接出一些,这样图像就不会在同一个立方体上应用两次。
var clone=images.splice(0);
var newArray=[];
对于(var j=0,j<6,j++){
newArray[j]=clone.splice(Math.floor(Math.random()*clone.length-1),1);
}
//创建材质。
var material=新的三个网格面材质(新数组);
var mesh=新的三个网格(几何体、材质);
mesh.position.x=Math.random()*1000-500;
mesh.position.y=Math.random()*1000-500;
mesh.position.z=Math.random()*1000-500;
mesh.rotation.x=Math.random()*2*Math.PI;
mesh.rotation.y=Math.random()*2*Math.PI;
mesh.matrixAutoUpdate=false;
mesh.updateMatrix();
组。添加(网格);
}
场景。添加(组);
这是未经测试的,但你明白了 不幸的是,这不起作用,我得到了以下错误类型错误:undefined不是一个对象(计算'Ua.uniforms')—而且我在
for(var j=0,j<6,j++)中替换了分号的逗号。