1.天空盒概述以及效果
类似这种全景图片,我们将图片切成六个小图片,分别将六个小图片贴在一个正方体的里面,这样当我们置身于这个正方体里面的时候,就像在看全景图一样。
效果如下:
2.threejs代码
var path = '/sky/'
var format = '.jpg'
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
]
var materials = []
for (var i = 0; i < urls.length; ++i) {
var loader = new this.THREE.TextureLoader()
// loader.setCrossOrigin( this.crossOrigin );
var texture = loader.load(urls[i], function () {}, undefined, function () {})
materials.push(new this.THREE.MeshBasicMaterial({
map: texture,
side: this.THREE.BackSide
// transparent: true,
// needsUpdate:true
})
)
}
var cube = new this.THREE.Mesh(new this.THREE.CubeGeometry(9000, 9000, 9000), materials)
cube.name = 'sky'
this.scene.add(cube)
var axes = new this.THREE.AxesHelper(100000)
this.scene.add(axes)
思路:首先创建一个materials
的数组,数组中的每一个元素都是一个MeshBasicMaterial
的实例,利用方法将材质贴图附着在正方体的内侧。MeshBasicMaterial
参数map
指的是贴图,默认值为null
。
参数side
的含义是贴图的位置,这里我们选择的是this.THREE.BackSide
,意味着贴图位于正方体的里面。transparent: true
当材质中包含有透明元素的时候需要用到,要不然透明的部位会有颜色存在。
this.THREE.Mesh(new this.THREE.CubeGeometry(9000, 9000, 9000), materials)
创建一个几何体,第二个参数是材质对象的数组new this.THREE.AxesHelper(100000)
创建坐标轴,长度为100000
3.完整代码
<template>
<div id="container">
</div>
</template>
<style lang="scss">
html,body{
padding: 0;
margin: 0;
}
</style>
<script>
import { OBJLoader, MTLLoader } from 'three-obj-mtl-loader'
import OrbitControls from 'three-orbitcontrols'
export default {
name: 'ThreeTest',
data () {
return {
camera: null,
scene: null,
renderer: null,
mesh: null,
controls: null,
crossOrigin: ''
}
},
methods: {
init: function () {
const that = this
this.scene = new this.THREE.Scene()
var path = '/sky/'
var format = '.jpg'
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
]
var materials = []
for (var i = 0; i < urls.length; ++i) {
var loader = new this.THREE.TextureLoader()
// loader.setCrossOrigin( this.crossOrigin );
var texture = loader.load(urls[i], function () { console.log('q') }, undefined, function (e) { console.log(e) })
materials.push(new this.THREE.MeshBasicMaterial({
map: texture,
side: this.THREE.BackSide
// transparent: true,
// needsUpdate:true
})
)
}
var cube = new this.THREE.Mesh(new this.THREE.CubeGeometry(9000, 9000, 9000), materials)
cube.name = 'sky'
this.scene.add(cube)
var ambient = new this.THREE.AmbientLight(0xcccccc)
this.scene.add(ambient)
var axes = new this.THREE.AxesHelper(100000)
this.scene.add(axes)
var width = window.innerWidth// 窗口宽度
var height = window.innerHeight// 窗口高度
var k = width / height// 窗口宽高比
// 创建相机对象
this.camera = new this.THREE.PerspectiveCamera(45, width / height, 1, 1000000)
this.camera.position.set(1000, 0, 1000)// 设置相机位置
this.camera.lookAt(new this.THREE.Vector3(0, 0, 0))// 设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
this.renderer = new this.THREE.WebGLRenderer()
this.renderer.setSize(width, height)
this.renderer.setClearColor(0xb9d3ff, 1)// 设置背景颜色
document.getElementById('container').appendChild(this.renderer.domElement)// body元素中插入canvas对象
// 执行渲染操作
this.renderer.render(this.scene, this.camera)
this.controls = new OrbitControls(this.camera, document.getElementById('container'))// 创建控件对象
this.controls.addEventListener('change', this.animate())
},
animate: function () {
requestAnimationFrame(this.animate)
this.renderer.render(this.scene, this.camera)
}
},
mounted () {
this.init()
// this.animate()
}
}
</script>
来源:CSDN
作者:weixin_43977647
链接:https://blog.csdn.net/weixin_43977647/article/details/104519665