每个面具有不同纹理的 Three.js 立方体 [英] Three.js cube with different texture on each face

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问题描述

我正在尝试创建一个 Three.js 立方体,每个面上都有不同的纹理.

I'm trying to create a three.js cube with different textures on each face.

基本上是一个骰子.这是在我的沙盒环境中,所以应该只制作一个旋转的立方体,每边都有骰子图像 (1-6).完成后,我打算将其用于浏览器基础游戏.这个例子我只在 Chrome 中测试过,虽然考虑将其更改为画布渲染器以获得额外的浏览器支持.

Basically a dice. This is in my sandbox environment, so should just product a rotating cube with dice images (1-6) on each side. Once done I intend to use this for a browser base game. This example I have only tested in Chrome, although contemplating changing it to a canvas renderer for additional browser support.

在这里查看了一些关于 SO 的问题以及大量其他谷歌搜索,虽然我得到了答案(实际上看起来相当简单),但我根本无法让它发挥作用.

Had a look at a few questions here on SO and a substantial amount of other googling, and though I had the answer (seemed reasonably simple actually) but I simply cannot get it to work.

我对three.js相当陌生,但不是JavaScript.

I am reasonably new to three.js, but not JavaScript.

我用来参考的页面是

SO- 每个面具有不同纹理的three.js立方体

SO - 三具有不同纹理面的 .js 立方体

evanz - 测试three.js立方体

enriquemorenotent.com -三.js 在每个面上构建一个具有不同材料的立方体

我的代码

var camera, scene, renderer, dice;

init();
animate();

function init() {
    renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);

    scene = new THREE.Scene();

    camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.set(110, 110, 250);
    camera.lookAt(scene.position);
    scene.add(camera);


    var materials = [
       new THREE.MeshLambertMaterial({
           map: THREE.ImageUtils.loadTexture('/Content/Images/dice-1-hi.png')
       }),
       new THREE.MeshLambertMaterial({
           map: THREE.ImageUtils.loadTexture('/Content/Images/dice-2-hi.png')
       }),
       new THREE.MeshLambertMaterial({
           map: THREE.ImageUtils.loadTexture('/Content/Images/dice-3-hi.png')
       }),
       new THREE.MeshLambertMaterial({
           map: THREE.ImageUtils.loadTexture('/Content/Images/dice-4-hi.png')
       }),
       new THREE.MeshLambertMaterial({
           map: THREE.ImageUtils.loadTexture('/Content/Images/dice-5-hi.png')
       }),
       new THREE.MeshLambertMaterial({
           map: THREE.ImageUtils.loadTexture('/Content/Images/dice-6-hi.png')
       })
    ];
    dice = new THREE.Mesh(
        new THREE.CubeGeometry(562, 562, 562, 1, 1, 1, materials),
        new THREE.MeshFaceMaterial());
    scene.add(dice);

}

function animate() {
    requestAnimationFrame(animate);
    dice.rotation.x += .05;
    dice.rotation.y += .05;
    dice.rotation.z += .05;
    renderer.render(scene, camera);
}

我得到的错误是

Uncaught TypeError: Cannot read property 'map' of undefined 

来自three.js line 19546(不是最小版本)WHichi是bufferGuessUVType(material)函数 - 材料未定义.这让我相信在我的一个/所有材料定义中有些东西是不对的.

from three.js line 19546 (not the min version) WHichi is the bufferGuessUVType(material) function - material is undefined. Which leads me to believe something is not right in one/all of my material definitions.

使用three.js r58.

Using three.js r58.

这里真的没有 HTML 或 CSS,只有 JS

There is really no HTML or CSS, just the JS at this point

我可以很高兴地得到一个立方体旋转,所有六个面都具有相同的图像,但不是不同的图像.图像只是骰子点的图像,1 - 6.

I can quite happily get a cube rotating with the same image on all six sides but not with different images. The images are just the images of a dice dots, 1 - 6.

如果需要,我可以多给一点时间来做小提琴

Given a bit more time I could do a fiddle if required

推荐答案

THREE.MultiMaterial 已被弃用.您现在可以将材料数组直接传递给构造函数.像这样:

THREE.MultiMaterial has been deprecated. You can now pass the materials array directly into the constructor. Like so:

dice = new THREE.Mesh( new THREE.BoxGeometry( 562, 562, 562, 1, 1, 1 ), materials );

scene.add( dice );

小心从网上复制旧示例.

Be careful of copying old examples from the net.

始终查看 Migration Wiki 以获取升级到当前版本的帮助.

Always check the Migration Wiki for help upgrading to the current version.

three.js r.85

three.js r.85

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