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如何使用 Three.js 获取纹理尺寸

[英]How to get texture dimensions with Three.js

I would like to know wether it is possible to get the dimensions of a texture?我想知道是否可以获得纹理的尺寸? I used this line to set my texture:我用这一行来设置我的纹理:

const texture = THREE.ImageUtils.loadTexture(src)

Maybe it is necessary to load the image to get its dimensions (but is it possible only with javascript, not html and its div?)?也许有必要加载图像以获得其尺寸(但是否只能使用 javascript,而不是 html 及其 div?)?

I would like the material I create afterwards to fit the texture dimensions.我希望我之后创建的材料适合纹理尺寸。

First, THREE.ImageUtils.loadTexture is deprecated in the latest THREE.js (r90). 首先, THREE.ImageUtils.loadTexture在最新three.js所(R90)已过时。 Take a look at THREE.TextureLoader instead. 看看THREE.TextureLoader

That said, you can get to the image and its properties from a loaded texture. 就是说,您可以从加载的纹理获取图像及其属性。

texture.image

Depending on the image format, you should be able to access the width / height properties, which will be your texture's dimensions. 根据图像格式,您应该能够访问width / height属性,这将是纹理的尺寸。

Just a note: Loading a texture is asynchronous, so you'll need to define the onLoad callback. 请注意:加载纹理是异步的,因此您需要定义onLoad回调。

var loader = new THREE.TextureLoader();
var texture = loader.load( "./img.png", function ( tex ) {
    // tex and texture are the same in this example, but that might not always be the case
    console.log( tex.image.width, tex.image.height );
    console.log( texture.image.width, texture.image.height );
} );

If you turn off sizeAttenuation, and you have a function that scales the Sprite according to the desired width, then this function will be like:如果您关闭 sizeAttenuation,并且您有一个 function 可以根据所需的宽度缩放 Sprite,那么这个 function 将类似于:

scaleWidth(width) {
     const tex = sprite.material.map;
     const scaleY = tex.image.height / tex.image.width;
     sprite.scale.setX(width).setY(width * scaleY);
}

So, at this point, you can set the scale according to the desired width, maintaining the aspectRatio of the image.所以,此时,你可以根据想要的宽度来设置比例,保持图片的aspectRatio。

Then you must have a function that receives the camera, and depending on the type of camera, updates the sprite's width:然后你必须有一个 function 接收相机,并根据相机的类型更新精灵的宽度:

updateScale(cam) {
     let cw = 1;
     if(cam.isOrthographicCamera) {
         cw = cam.right - cam.left;
     }
     else if(cam.isPerspectiveCamera) {
         cw = 2 * cam.aspect * Math.tan(cam.fov * 0.5 * 0.01745329);
     }
     scaleWidth(cw * desiredScaleFactor);
}

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