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<html lang="en" xmlns:th="http://www.thymeleaf.org">
<head>
<meta charset="UTF-8">
<title>8.5canvas画布加载图片</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<!--引入three.js三维引擎-->
<!-- <script src="http://www.yanhuangxueyuan.com/3D/example/three.js"></script>-->
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
<script src="http://www.yanhuangxueyuan.com/3D/example/three.min.js"></script>
<!--鼠标操作三维场景-->
<!-- <script type="text/javascript" th:src="@{/static/js/OrbitControls.js}"></script>-->
<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
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<script src="http://www.yanhuangxueyuan.com/threejs/examples/js/loaders/MTLLoader.js"></script>
</head>
<body>
<script>
var texture;
var scene=new THREE.Scene();
var canvas=document.createElement("canvas");//创建一个canvas对象
canvas.width=200;
canvas.height=200;
var ctx=canvas.getContext('2d');
var Image=new Image();
Image.src="../picture/earth.png";
Image.onload=function(){
ctx.drawImage(Image,0,0,200,200);
// var bg=ctx.createPattern(Image,"no-repeat");
// canvas画布对象作为CanvasTexture的参数重建一个纹理对象
// canvas画布可以理解为一张图片
texture = new THREE.CanvasTexture(canvas);
texture.needsUpdate = true;// 注意图片加载完成执行canvas相关方法后,要更新一下纹理
//打印纹理对象的image属性
// console.log(texture.image);
//矩形平面
var geometry = new THREE.PlaneGeometry(100, 100);
var material = new THREE.MeshPhongMaterial({
map: texture, // 设置纹理贴图
side:THREE.DoubleSide
});
// 创建一个矩形平面网模型,Canvas画布作为矩形网格模型的纹理贴图
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
//光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
var point1 = new THREE.PointLight(0xffffff);
point1.position.set(-400, -200, -300); //点光源位置
scene.add(point1); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x777777);
scene.add(ambient);
//相机
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
var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 200, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
//创建渲染器对象
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.setClearColor(0x000000, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
// renderer.render(scene,camera);//执行渲染操作
//鼠标操作
function render() {
renderer.render(scene,camera);//执行渲染操作
// mesh.rotateY(0.01);//每次绕y轴旋转0.01弧度
requestAnimationFrame(render);//请求再次执行渲染函数render
}
// 辅助坐标系 参数250表示坐标系大小,可以根据场景大小去设置
var axisHelper = new THREE.AxisHelper(1000);
scene.add(axisHelper);
var controls = new THREE.OrbitControls(camera,renderer.domElement);//创建控件对象
render();
</script>
</body>
</html>
【Three.js】8.5 Canvas画布加载图片
于 2022-09-25 16:39:46 首次发布