2017-06-16 72 views
-1

var FrontSide = new materialClass({ color: 0xffffff, map: THREE.ImageUtils.loadTexture('front.jpg') });three.js所:在啓動時

旋轉圖像。當上傳圖片,我想90度立即旋轉。需要做什麼以及如何完成?

請指教。

+1

你到底想幹什麼?旋轉_texture_?旋轉_object_? _你試過了什麼?請複習['我如何提出一個好問題?'](https://stackoverflow.com/help/how-to-ask)。此外,請包含任何相關代碼,您嘗試過的代碼以及任何錯誤。請參閱:['如何創建一個最小,完整和可驗證的示例'](https://stackoverflow.com/help/mcve)。 – TheJim01

+0

閱讀[此SO回答](https://stackoverflow.com/a/16747250/4045502)。或者,作爲選項,您可以使用帶有[片段着色器](https://www.shadertoy.com/view/XlsGWf)的THREE.ShaderMaterial()來旋轉紋理。 – prisoner849

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關於紋理的演講... 給出了一個很好的例子,但我認爲在一行中有一個更簡單的方法,比如:「MakeRotate」或類似的東西 – MetaVoffka

回答

0

enter image description here

停靠的着色器(從shadertoy到three.js所):

var vertShader = ` 
    varying vec2 vUv; 
    void main() 
    { 
     vUv = uv; 
     vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); 
     gl_Position = projectionMatrix * mvPosition; 
    } 
`; 

var fragShader = ` 
    uniform float iGlobalTime; 
    uniform sampler2D iChannel0; 
    varying vec2 vUv; 

    void main(){ 
    vec2 uv = vUv; 
    float rot = iGlobalTime; //radians(90); 
    uv-=.5; 

    mat2 m = mat2(cos(rot), -sin(rot), sin(rot), cos(rot)); 
    uv = m * uv; 
    uv+=.5; 
    gl_FragColor = texture2D(iChannel0, uv); 
    } 
`; 

和制服它:

var uniforms = { 
    iGlobalTime: { 
    value: 1.0 
    }, 
    iChannel0: { 
    value: new THREE.Texture() 
    } 
}; 

然後,我們將載入紋理,這樣的:

var textureLoader = new THREE.TextureLoader(); 
textureLoader.setCrossOrigin(""); 
textureLoader.load("https://threejs.org/examples/textures/UV_Grid_Sm.jpg", function(texture){ 
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping; 
    uniforms.iChannel0.value = texture; 
}); 

聚集在一起:

var planeMat = new THREE.ShaderMaterial({ 
    uniforms: uniforms, 
    vertexShader: vertShader, 
    fragmentShader: fragShader 
}); 
var planeGeom = new THREE.PlaneGeometry(2, 2); 
var plane = new THREE.Mesh(planeGeom, planeMat); 
scene.add(plane); 

而且動畫循環將是這樣的:

var clock = new THREE.Clock(); 
var delta = 0; 

render(); 
function render() { 
    requestAnimationFrame(render); 
    delta += clock.getDelta(); 
    uniforms.iGlobalTime.value = delta; 
    renderer.render(scene, camera); 
} 

three.js所R85

jsfiddle例如