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@valex
Created September 25, 2018 14:38
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UV manual mapping
<!DOCTYPE html>
<html>
<head>
<title>Example 10.07 - UV mapping </title>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/r16/Stats.min.js"></script>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
<script type="text/javascript" src="../libs96/OBJLoader.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
// once everything is loaded, we run our Three.js stuff.
function init() {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xffffff));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMap.enabled = true;
webGLRenderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(0, 0, 0));
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
// call the render function
var step = 0;
var texture = new THREE.TextureLoader().load("../assets96/textures/ash_uvgrid01.jpg");
// var mat = new THREE.MeshBasicMaterial();
var mat = new THREE.MeshBasicMaterial({map: texture});
var geom = new THREE.BoxGeometry(24, 24, 24);
var mesh = new THREE.Mesh(geom, mat);
mesh.rotation.z = 0.5 * Math.PI;
mesh.rotation.y = 0.2 * Math.PI;
mesh.rotation.x = 0.2 * Math.PI;
scene.add(mesh);
console.log(geom.faceVertexUvs[0][0]);
// setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial
this.uv1 = geom.faceVertexUvs[0][0][0].x;
this.uv2 = geom.faceVertexUvs[0][0][0].y;
this.uv3 = geom.faceVertexUvs[0][0][1].x;
this.uv4 = geom.faceVertexUvs[0][0][1].y;
this.uv5 = geom.faceVertexUvs[0][0][2].x;
this.uv6 = geom.faceVertexUvs[0][0][2].y;
};
var gui = new dat.GUI();
gui.add(controls, 'uv1', 0, 1).onChange(function (e) {
geom.faceVertexUvs[0][0][0].x = e;
geom.uvsNeedUpdate = true
});
gui.add(controls, 'uv2', 0, 1).onChange(function (e) {
geom.faceVertexUvs[0][0][0].y = e;
geom.uvsNeedUpdate = true
});
gui.add(controls, 'uv3', 0, 1).onChange(function (e) {
geom.faceVertexUvs[0][0][1].x = e;
geom.uvsNeedUpdate = true
});
gui.add(controls, 'uv4', 0, 1).onChange(function (e) {
geom.faceVertexUvs[0][0][1].y = e;
geom.uvsNeedUpdate = true
});
gui.add(controls, 'uv5', 0, 1).onChange(function (e) {
geom.faceVertexUvs[0][0][2].x = e;
geom.uvsNeedUpdate = true
});
gui.add(controls, 'uv6', 0, 1).onChange(function (e) {
geom.faceVertexUvs[0][0][2].y = e;
geom.uvsNeedUpdate = true
});
// controls.loadCube1();
render();
function render() {
stats.update();
if (mesh) {
// mesh.rotation.y += 0.006;
// mesh.rotation.x += 0.006;
// mesh.rotation.y+=0.006;
}
// render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>
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