效果图:
贴图以后的效果:
vue代码:
<template><div class="scene_box"><p>创建纹理贴图TextureLoader</p><div class="canvas"></div></div>
</template><script setup>
import { nextTick } from "vue";
import img from "../../js/chapter5/earth.jpg";
import * as THREE from "three";
// 引入threejs 的扩展库 相机轨道控件
import { OrbitControls } from "three/addons/controls/OrbitControls.js";nextTick(() => {// ******************创建一个场景*************const geometry = new THREE.SphereGeometry(80); //球体//纹理贴图加载器TextureLoaderconst texLoader = new THREE.TextureLoader();// .load()方法加载图像,返回一个纹理对象Textureconst texture = texLoader.load(img);const material = new THREE.MeshBasicMaterial({// color: 0x00ffff,// 设置纹理贴图:Texture对象作为材质map属性的属性值map: texture, //map表示材质的颜色贴图属性});// material.map = texture;//也可以通过map属性直接设置,材质的参数设置一样const mesh = new THREE.Mesh(geometry, material);//场景const scene = new THREE.Scene();scene.add(mesh); //模型对象添加到场景中//辅助观察的坐标系const axesHelper = new THREE.AxesHelper(150);scene.add(axesHelper);//光源设置const directionalLight = new THREE.DirectionalLight(0xffffff, 1);directionalLight.position.set(100, 60, 50);scene.add(directionalLight);const ambient = new THREE.AmbientLight(0xffffff, 0.4);scene.add(ambient);//渲染器和相机let dom = document.querySelector(".canvas");const width = dom.offsetWidth;const height = dom.offsetHeight;const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);camera.position.set(292, 223, 185);camera.lookAt(0, 0, 0);const renderer = new THREE.WebGLRenderer();renderer.setSize(width, height);dom.appendChild(renderer.domElement);// 渲染循环function render() {scene.rotateY(0.005);renderer.render(scene, camera);requestAnimationFrame(render);}render();// const controls = new OrbitControls(camera, renderer.domElement);// 画布跟随窗口变化window.onresize = function () {renderer.setSize(dom.offsetWidth, dom.offsetHeight);camera.aspect = dom.offsetWidth / dom.offsetHeight;camera.updateProjectionMatrix();};renderer.setPixelRatio(window.devicePixelRatio);
});
</script><style scoped>
.canvas {width: 80vw;height: 60vh;
}
</style>