Three.js Don't Strecht Mesh Texture (image) - Make It Cover Its Container
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'
Solution 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();
functioninit() {
camera = newTHREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = newTHREE.Scene();
texture = newTHREE.TextureLoader().load( 'https://threejs.org/examples/textures/crate.gif', () => {
cover( texture, window.innerWidth / window.innerHeight );
scene.background = texture;
} );
texture.matrixAutoUpdate = false;
renderer = newTHREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
functiononWindowResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.aspect = aspect;
camera.updateProjectionMatrix();
cover( texture, aspect );
renderer.setSize( window.innerWidth, window.innerHeight );
}
functioncover( 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 );
}
}
functionanimate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0;
}
canvas {
display: block;
}
<scriptsrc="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.
Solution 2:
I create a Canvas element, and edit the size of image by CanvasContext.drwaImage, then make a CanvasTexture. It works
import * asTHREEfrom'three';
functioncreateCoverTexture(
url: string,
width: number,
height: number): Promise<THREE.CanvasTexture> {
returnnewPromise((resolve, reject) => {
const aspect = width / height;
const image = newImage();
image.crossOrigin = 'anonymous';
image.onload = () => {
const [sw, sh, left, top] =
image.height < image.width / aspect
? [
image.height * aspect,
image.height,
image.width / 2 - (image.height * aspect) / 2,
0,
]
: [
image.width,
image.width / aspect,
0,
image.height / 2 - image.width / aspect / 2,
];
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = sw;
canvas.height = sh;
ctx?.drawImage(image, left, top, sw, sh, 0, 0, sw, sh);
resolve(newTHREE.CanvasTexture(canvas));
};
image.onerror = reject;
image.src = url;
});
}
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