问题
I have a container which i apply an image to using a three.js and mesh.
That's how I apply my mesh to the scene:
this.$els = {
el: el,
image: el.querySelector('.ch__image') <-- size of container image is being applied to
};
this.loader = new THREE.TextureLoader();
this.image = this.loader.load(this.$els.image.dataset.src);
this.sizes = new THREE.Vector2(0, 0);
this.offset = new THREE.Vector2(0, 0);
getSizes() {
const { width, height, top, left } = this.$els.image.getBoundingClientRect();
this.sizes.set(width, height);
this.offset.set(left - window.innerWidth / 2 + width / 2, -top + window.innerHeight / 2 - height / 2)
}
createMesh() {
this.geometry = new THREE.PlaneBufferGeometry(1, 1, 1, 1);
this.material = new THREE.MeshBasicMaterial({
map: this.image
});
this.mesh = new THREE.Mesh(this.geometry, this.material);
this.mesh.position.set(this.offset.x, this.offset.y, 0);
this.mesh.scale.set(this.sizes.x, this.sizes.y, 1);
this.scene.add(this.mesh)
}
Currently images/textures are being stretched to fit the container - how can I make the behave just like object-fit: cover
or background-size: cover
?
回答1:
Try it with the cover()
function presented in this code snippet. The idea is to use the aspect of your container and of the image to achieve a similar result like background-size: cover
.
var camera, scene, renderer;
var texture;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
texture = new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/crate.gif', () => {
cover( texture, window.innerWidth / window.innerHeight );
scene.background = texture;
} );
texture.matrixAutoUpdate = false;
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.aspect = aspect;
camera.updateProjectionMatrix();
cover( texture, aspect );
renderer.setSize( window.innerWidth, window.innerHeight );
}
function cover( texture, aspect ) {
var imageAspect = texture.image.width / texture.image.height;
if ( aspect < imageAspect ) {
texture.matrix.setUvTransform( 0, 0, aspect / imageAspect, 1, 0, 0.5, 0.5 );
} else {
texture.matrix.setUvTransform( 0, 0, 1, imageAspect / aspect, 0, 0.5, 0.5 );
}
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
BTW: Instead of using window.innerWidth
and window.innerHeight
, use the dimensions of the container instead.
来源:https://stackoverflow.com/questions/61290458/three-js-dont-strecht-mesh-texture-image-make-it-cover-its-container