从 tilemap 制作三个.js 天空盒 [英] make three.js skybox from tilemap
问题描述
我可以使用 6 个单独的图像文件制作一个 Three.js 天空盒.但我希望能够从由瓷砖组成的单个图像构建一个天空盒.
I can make a three.js skybox using 6 separate image files. But I want to be able to build a skybox from a single image made up of tiles.
例如,如果我有一个复合平铺图像作为源(请参阅 (http://www.zen226082.zen.co.uk/STACK_EXCHANGE/Giant_A.jpg)...我没有足够的代表在这里发布它:-(.
For example if I have a composite tiled image as source (see (http://www.zen226082.zen.co.uk/STACK_EXCHANGE/Giant_A.jpg)... i dont have enough rep to post it here :-(.
我可以将合成图像加载到画布中并将每个图块复制到缓存缓冲区中,然后将它们发送到 Three.js 材料数组中.然后使用这些材料制作天空盒.
I can load the composite image into a canvas and copy each tile into a cache buffer and then send them into a Three.js materials array. The materials are then used to make a skybox.
但是有两个问题.
问题1是合成图像需要翻转.我可以在像 Paint.net 这样的图形应用程序中轻松地做到这一点,但能够在 javascript/three.js 中以编程方式做到这一点会很好.
Problem 1 is that the composite image needs to be flipped. I can do this easilly in a graphics app like Paint.net but it would be nice to be able to do it programmatically in javascript/three.js.
问题 2 是 Three.js 要求 Y+ 和 Y- 的瓷砖也需要旋转 180 度.这在图形应用程序中(对我来说)很难做到.例如,这是修改后的合成平铺图像以适应我一直在使用的 Three.js 代码 (http://www.zen226082.zen.co.uk/STACK_EXCHANGE/Giant_B.jpg)(可怕!)
Problem 2 is that Three.js requires that the tiles for Y+ and Y- also need to be rotated 180 degrees. This is difficult (for me) to do in a graphics application. For example here is a composite tiled image after modification to suit the Three.js code which I have been using (http://www.zen226082.zen.co.uk/STACK_EXCHANGE/Giant_B.jpg) (Horrible!)
我的问题 = 在从合成图像中提取两个图块之后,在将它们传递到天空盒构造之前,我是否可以对它们执行 180 度旋转.
My Question = Is there some way that I can perform a 180 degree rotation on the two tiles after extracting them from the composite image and before passing them into the skybox construction.
编辑(2014 年 8 月 10 日)问题应该是如何从由 12 个相同大小的图块组成的单个图像文件制作一个 Three.js skyBox".
EDIT (10th August 2014) The Question should be "How to make a three.js skyBox from a single image file made up of 12 equal-sized tiles".
这是我一直在使用的代码:-
Here is the code I have been using:-
var skyBoxGeometry = new THREE.CubeGeometry(skybox_sidelength,skybox_sidelength,skybox_sidelength);
var skyBoxMaterialArray = [];
var widthOfOnePiece = 2048/4;//...i.e. 512
var heightOfOnePiece = 1536/3;//...i.e. 512
var numColsToCut = 4;
var numRowsToCut = 3;
var image = new Image();
image.src = "TRI_VP_files/images/SOW_skybox_2048_1536_v7.jpg";
image.onload = SOW_F_cutImageUp;
//... NB canvas origin is Top Left corner, X is left to right, Y is top to bottom
function SOW_F_cutImageUp() {
var imagePieces = [];
for(var xxx = 0; xxx < numColsToCut; ++xxx)
{
for(var yyy = 0; yyy < numRowsToCut; ++yyy)
{
var canvas = document.createElement('canvas');
canvas.width = widthOfOnePiece;
canvas.height = heightOfOnePiece;
var context = canvas.getContext('2d');
context.drawImage(image,
xxx * widthOfOnePiece, yyy * heightOfOnePiece, widthOfOnePiece, heightOfOnePiece, 0, 0, canvas.width, canvas.height);
imagePieces.push(canvas.toDataURL());
}
}
//... expected sequence of face view directions = ["xpos", "xneg", "ypos", "yneg", "zpos", "zneg"];
for (var iii = 0; iii < 6; iii++)
{
if (iii == 0) imagePiece_num = 4 //... xpos
else if (iii == 1) imagePiece_num = 10//... xneg
else if (iii == 2) imagePiece_num = 6 //... ypos
else if (iii == 3) imagePiece_num = 8 //... yneg
else if (iii == 4) imagePiece_num = 1 //... zpos
else if (iii == 5) imagePiece_num = 7 //... zneg
skyBoxMaterialArray.push
( new THREE.MeshBasicMaterial
( {map: THREE.ImageUtils.loadTexture(imagePieces[imagePiece_num]),
side: THREE.BackSide}));
//window.open(imagePieces[imagePiece_num], "Here is the toDataURL() cached image", "width=512, height=512");
//alert ("Continue");
}
}//... end of function.
var skyBoxMaterial = new THREE.MeshFaceMaterial( skyBoxMaterialArray );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
scene222.add( skyBox );
推荐答案
问题应该是如何从由 12 个相同大小的图块组成的单个图像文件制作一个 Three.js skyBox".
The Question should be "How to make a three.js skyBox from a single image file made up of 12 equal-sized tiles".
(这个答案得到了 WestLangley 的大力帮助.
(This answer achieved with greatly appreciated assistance from WestLangley).
一些关键点:-
假设源图像中的图块是这样排列和引用的:-
Assume the tiles in the source image are arranged and referenced thus:-
//... Personal Source image Desired in-scene Required
//... tile numbering [column, row] xyz positions of 6 sequence numbers in
//... scheme tile coordinates tiles to be used. Three.js material array
//... [ 0] [ 3] [ 6] [ 9] [0,0] [1,0] [2,0] [3,0] [ ] [py] [ ] [ ] [ ] [2] [ ] [ ]
//... [ 1] [ 4] [ 7] [10] [0,1] [1,1] [2,1] [3,1] [nx] [pz] [px] [nz] [1] [4] [0] [5]
//... [ 2] [ 5] [ 8] [11] [0,2] [1,2] [2,2] [3,2] [ ] [ny] [ ] [ ] [ ] [3] [ ] [ ]
十字"中心的图块对应于从天空盒原点沿 Z_positive 方向看的视图.
The tile at the centre of the "cross" corresponds to the view looking from the skyBox origin in the Z_positive direction.
(这样就不需要旋转 180 度了).
(That makes spinning by 180 degrees unneccessary).
在材料用途的定义中... side: THREE.FrontSide
In definition of material use... side: THREE.FrontSide
为了防止源图块的镜像,请使用... skyBox.scale.set( -1, 1, 1 )
To prevent mirror images of the source tiles, "flip" them using... skyBox.scale.set( -1, 1, 1 )
为了确保图像得到完全处理,函数 F_cutImageUp 扩展以包括创建 skyBox 网格
To ensure that images are fully processed the function F_cutImageUp extends to include creation of the skyBox mesh
这适用于当前最新的 Three.js 版本 (R.68).
This works for the current latest Three.js release (R.68).
此代码不使用 MeshShaderMaterial,更强大(但要求更高)的 WebGL 代码示例可在 http://threejs.org/examples/webgl_shaders_ocean.html
This code does not use MeshShaderMaterial, more powerful (but demanding) WebGL code example is available at http://threejs.org/examples/webgl_shaders_ocean.html
webgl_shaders_ocean.html 代码示例还包括更高效的切片切割和排序算法.
The webgl_shaders_ocean.html code example also includes a more efficient tile-cutting and sequencing algorithm.
SkyBox 生成代码(要插入到 THREE.js 初始化函数中).
SkyBox Generation Code (to be inserted in the THREE.js Initialisation function).
var skybox_sidelength = 10000;
var skyBoxGeometry = new THREE.BoxGeometry( skybox_sidelength, skybox_sidelength, skybox_sidelength);
var skyBoxMaterialArray = [];
var numCols = 4, numRows = 3; //... assume any source image is tiled 4 columns(x) by 3 rows(y)
//... NB canvas origin is Top Left corner, X is left to right, Y is top to bottom
//... We use the following mapping scheme to reference the tiles in the source image:-
//...
//... Personal [x,y] tile coordinates xyz positions Required tile
//... tile numbering of tiles in scene sequence in Three.js
//... array
//... [ 0] [ 3] [ 6] [ 9] [0,0] [1,0] [2,0] [3,0] [ ] [py] [ ] [ ] [ ] [2] [ ] [ ]
//... [ 1] [ 4] [ 7] [10] [0,1] [1,1] [2,1] [3,1] [nx] [pz] [px] [nz] [1] [4] [0] [5]
//... [ 2] [ 5] [ 8] [11] [0,2] [1,2] [2,2] [3,2] [ ] [ny] [ ] [ ] [ ] [3] [ ] [ ]
var image_file = "3D_Skybox_files/Giant_A.jpg", tile_width = 512, tile_height = 512;
var IP_image = new Image();
IP_image.onload = F_cutImageUp;
IP_image.src = image_file; //... horizontal cross of 6 WYSIWYG tiles in a 4x3 = 12 tile layout.
function F_cutImageUp()
{ //... cut up source image into 12 separate image tiles, numbered 0..11
var imagePieces = [];
var item_num = -1;
for(var xxx = 0; xxx < numCols; ++xxx)
{
for(var yyy = 0; yyy < numRows; ++yyy)
{
var tileCanvas = document.createElement('canvas');
tileCanvas.width = tileWidth;
tileCanvas.height = tileHeight;
var tileContext = tileCanvas.getContext('2d');
tileContext.drawImage(
IP_image,
xxx * tileWidth, yyy * tileHeight,
tileWidth, tileHeight,
0, 0, tileCanvas.width, tileCanvas.height);
imagePieces.push(tileCanvas.toDataURL());
}
}
//... Required sequence of tile view directions = ["xpos", "xneg", "ypos", "yneg", "zpos", "zneg"];
for (var iii = 0; iii < 6; iii++) //... select the right tiles for the 6 different faces of the sky box
{
//... we associate the centre tile (4) of the cross with the zpos direction
if (iii == 0) imagePiece_num = 7;//... xpos
else if (iii == 1) imagePiece_num = 1;//... xneg
else if (iii == 2) imagePiece_num = 3;//... ypos
else if (iii == 3) imagePiece_num = 5;//... yneg
else if (iii == 4) imagePiece_num = 4;//... zpos
else if (iii == 5) imagePiece_num = 10;//... zneg
skyBoxMaterialArray.push
( new THREE.MeshBasicMaterial
({ map: THREE.ImageUtils.loadTexture(imagePieces[imagePiece_num]),
side: THREE.FrontSide // <== not intuitive
})
);
//... Just for checking image pieces are created OK
//window.open(imagePieces[imagePiece_num], "Here is the toDataURL() cached image " + //imagePiece_num, "width=512, height=512");
//alert ("Displayed imagePiece_num: " + imagePiece_num);
} //... end of tile selection
var skyBoxMaterial = new THREE.MeshFaceMaterial( skyBoxMaterialArray );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
skyBox.scale.set( -1, 1, 1 ); // <== not intuitive
scene.add( skyBox );
}//... end of F_cutImageUp function <== note function includes skyBox mesh creation.
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