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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - materials - texture - rotation</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - texture rotation
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- var mesh, renderer, scene, camera;
- var gui;
- var API = {
- offsetX: 0,
- offsetY: 0,
- repeatX: 0.25,
- repeatY: 0.25,
- rotation: Math.PI / 4, // positive is counter-clockwise
- centerX: 0.5,
- centerY: 0.5
- };
- init();
- function init() {
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- scene = new THREE.Scene();
- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.position.set( 10, 15, 25 );
- scene.add( camera );
- var controls = new OrbitControls( camera, renderer.domElement );
- controls.addEventListener( 'change', render );
- controls.minDistance = 20;
- controls.maxDistance = 50;
- controls.maxPolarAngle = Math.PI / 2;
- var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
- new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg', function ( texture ) {
- texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
- texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
- //texture.matrixAutoUpdate = false; // default true; set to false to update texture.matrix manually
- var material = new THREE.MeshBasicMaterial( { map: texture } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- updateUvTransform();
- initGui();
- render();
- } );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function render() {
- renderer.render( scene, camera );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- render();
- }
- function updateUvTransform() {
- var texture = mesh.material.map;
- if ( texture.matrixAutoUpdate === true ) {
- texture.offset.set( API.offsetX, API.offsetY );
- texture.repeat.set( API.repeatX, API.repeatY );
- texture.center.set( API.centerX, API.centerY );
- texture.rotation = API.rotation; // rotation is around [ 0.5, 0.5 ]
- } else {
- // one way...
- //texture.matrix.setUvTransform( API.offsetX, API.offsetY, API.repeatX, API.repeatY, API.rotation, API.centerX, API.centerY );
- // another way...
- texture.matrix
- .identity()
- .translate( - API.centerX, - API.centerY )
- .rotate( API.rotation ) // I don't understand how rotation can preceed scale, but it seems to be required...
- .scale( API.repeatX, API.repeatY )
- .translate( API.centerX, API.centerY )
- .translate( API.offsetX, API.offsetY );
- }
- render();
- }
- function initGui() {
- gui = new GUI();
- gui.add( API, 'offsetX', 0.0, 1.0 ).name( 'offset.x' ).onChange( updateUvTransform );
- gui.add( API, 'offsetY', 0.0, 1.0 ).name( 'offset.y' ).onChange( updateUvTransform );
- gui.add( API, 'repeatX', 0.25, 2.0 ).name( 'repeat.x' ).onChange( updateUvTransform );
- gui.add( API, 'repeatY', 0.25, 2.0 ).name( 'repeat.y' ).onChange( updateUvTransform );
- gui.add( API, 'rotation', - 2.0, 2.0 ).name( 'rotation' ).onChange( updateUvTransform );
- gui.add( API, 'centerX', 0.0, 1.0 ).name( 'center.x' ).onChange( updateUvTransform );
- gui.add( API, 'centerY', 0.0, 1.0 ).name( 'center.y' ).onChange( updateUvTransform );
- }
- </script>
- </body>
- </html>
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