##效果图
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>three</title></head><body> <script src="../learning-threejs-master/libs/three.js"></script><script src="../learning-threejs-master/libs/OrbitControls.js"></script><script> //创建一个renderer , var renderer = new THREE.WebGLRenderer({antialias:true}); //设置清空颜色,每秒会渲染60次,渲染的时候会使用此颜色先清空 renderer.setClearColor( new THREE.Color(0xEEEEEE, 1.0) ); //设置渲染尺寸 renderer.setSize( window.innerWidth , window.innerHeight ); //设置阴影允许 renderer.shadowMapEnabled = true; //将webgl元素添加到body中 document.body.appendChild( renderer.domElement ); //创建场景 var scene = new THREE.Scene(); //创建一个透视相机,45是相机的视角 , 宽高比是屏幕的宽高比 , 最近能看到0.1 , 最远能看到10000 var camera = new THREE.PerspectiveCamera(45 , window.innerWidth/window.innerHeight , 0.1 , 10000 ); //将相机放到x:1000 , y:1000 , z:1000的位置 camera.position.set( 1000 , 1000 , 1000 ); //设置相机的朝向,可以认为与相机镜头垂直的轴线应该和哪一个轴相交 camera.up.set( 0 , 1 , 0 ); //将相机的镜头对准x:0 , y:0 , z:0的位置 经过这个设置相机就被固定住了 camera.lookAt({x:0,y:0,z:0}); //将相机添加到场景中 scene.add( camera ); //创建一个自然光,自然光无处不在 var light1 = new THREE.AmbientLight(0xffffff); //设置灯光的位置 light1.position.set( 1000 , 1000 , 1000 ); //将灯光加入场景 scene.add( light1 );//创建一个长宽高600的立方体var geometry = new THREE.CubeGeometry( 600 , 600 , 600 );//创建一个phone材质并且用图片作为纹理var material = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('./texture-atlas.jpg') } );var bricks = [ new THREE.Vector2(0, .666) , new THREE.Vector2(.5, .666), new THREE.Vector2(.5, 1), new THREE.Vector2(0, 1)];var clouds = [ new THREE.Vector2(.5, .666), new THREE.Vector2(1, .666), new THREE.Vector2(1, 1), new THREE.Vector2(.5, 1)];var crate = [ new THREE.Vector2(0, .333), new THREE.Vector2(.5, .333), new THREE.Vector2(.5, .666), new THREE.Vector2(0, .666)];var stone = [ new THREE.Vector2(.5, .333), new THREE.Vector2(1, .333), new THREE.Vector2(1, .666), new THREE.Vector2(.5, .666)];var water = [ new THREE.Vector2(0, 0), new THREE.Vector2(.5, 0), new THREE.Vector2(.5, .333), new THREE.Vector2(0, .333)];var wood = [ new THREE.Vector2(.5, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, .333), new THREE.Vector2(.5, .333)];// 清除现有的UV映射,geometry对象的faceVertexUvs属性包含该geometry各个面的坐标映射。geometry.faceVertexUvs[0] = [];// 立方体的每个面实际上是由2个三角形组成的。所以我们必须单独映射每个三角形// 个面的顶点坐标的定义顺序必须遵循逆时针方向。为了映射底部三角形,我们需要使用的顶点指数0,1和3,// 而要映射顶部三角形,我们需要使用索引1,2,和顶点的3。geometry.faceVertexUvs[0][0] = [ bricks[0], bricks[1], bricks[3] ];geometry.faceVertexUvs[0][1] = [ bricks[1], bricks[2], bricks[3] ]; geometry.faceVertexUvs[0][2] = [ clouds[0], clouds[1], clouds[3] ];geometry.faceVertexUvs[0][3] = [ clouds[1], clouds[2], clouds[3] ]; geometry.faceVertexUvs[0][4] = [ crate[0], crate[1], crate[3] ];geometry.faceVertexUvs[0][5] = [ crate[1], crate[2], crate[3] ]; geometry.faceVertexUvs[0][6] = [ stone[0], stone[1], stone[3] ];geometry.faceVertexUvs[0][7] = [ stone[1], stone[2], stone[3] ]; geometry.faceVertexUvs[0][8] = [ water[0], water[1], water[3] ];geometry.faceVertexUvs[0][9] = [ water[1], water[2], water[3] ]; geometry.faceVertexUvs[0][10] = [ wood[0], wood[1], wood[3] ];geometry.faceVertexUvs[0][11] = [ wood[1], wood[2], wood[3] ];mesh = new THREE.Mesh(geometry, material);scene.add( mesh ); var orbitCtl = new THREE.OrbitControls( camera ); orbitCtl.autoRotate = false ; var clock = new THREE.Clock(); function threeStart(){ var delta = clock.getDelta(); orbitCtl.update( delta ); renderer.clear(); renderer.render( scene , camera ); requestAnimationFrame( threeStart ); }; threeStart();</script></body></html>
//此代码所描述的就是上图中坐上角的那个图,坐标系的原点是左下角,(0 , 0.666)表示的是x轴是0y轴是距离原点2/3的地方//(0.5 , 0.666)表示x轴是0.5 y轴是距离原点2/3的地方,也就是上图中左上那个图的右下方那个点,纹理坐标是逆时针var bricks = [ new THREE.Vector2(0, .666), new THREE.Vector2(.5, .666), new THREE.Vector2(.5, 1), new THREE.Vector2(0, 1)];
geometry对象的faceVertexUvs属性包含该geometry各个面的坐标映射。既然我们映射到一个多维数据集,你可能会疑惑为什么数组中有12个面。原因是在ThreeJS模型中,立方体的每个面实际上是由2个三角形组成的。所以我们必须单独映射每个三角形。上述场景中,ThreeJS将为我们加载单一材料贴图,自动分拆成三角形并映射到每个面。
这里要注意每个面的顶点坐标的定义顺序必须遵循逆时针方向。为了映射底部三角形,我们需要使用的顶点指数0,1和3,而要映射顶部三角形,我们需要使用索引1,2,和顶点的3。
geometry.faceVertexUvs[0] = []; //清除现有的UV映射//重新设置UV映射geometry.faceVertexUvs[0][0] = [ bricks[0], bricks[1], bricks[3] ];geometry.faceVertexUvs[0][1] = [ bricks[1], bricks[2], bricks[3] ]; geometry.faceVertexUvs[0][2] = [ clouds[0], clouds[1], clouds[3] ];geometry.faceVertexUvs[0][3] = [ clouds[1], clouds[2], clouds[3] ]; geometry.faceVertexUvs[0][4] = [ crate[0], crate[1], crate[3] ];geometry.faceVertexUvs[0][5] = [ crate[1], crate[2], crate[3] ]; geometry.faceVertexUvs[0][6] = [ stone[0], stone[1], stone[3] ];geometry.faceVertexUvs[0][7] = [ stone[1], stone[2], stone[3] ]; geometry.faceVertexUvs[0][8] = [ water[0], water[1], water[3] ];geometry.faceVertexUvs[0][9] = [ water[1], water[2], water[3] ]; geometry.faceVertexUvs[0][10] = [ wood[0], wood[1], wood[3] ];geometry.faceVertexUvs[0][11] = [ wood[1], wood[2], wood[3] ];
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