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textured-cube-adjust.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Textured Cube - Adjustments</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 2;
const scene = new THREE.Scene();
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
const cubes = []; // just an array we can use to rotate the cubes
const loader = new THREE.TextureLoader();
const texture = loader.load( 'resources/images/wall.jpg' );
texture.colorSpace = THREE.SRGBColorSpace;
const material = new THREE.MeshBasicMaterial( {
map: texture,
} );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cubes.push( cube ); // add to our list of cubes to rotate
class DegRadHelper {
constructor( obj, prop ) {
this.obj = obj;
this.prop = prop;
}
get value() {
return THREE.MathUtils.radToDeg( this.obj[ this.prop ] );
}
set value( v ) {
this.obj[ this.prop ] = THREE.MathUtils.degToRad( v );
}
}
class StringToNumberHelper {
constructor( obj, prop ) {
this.obj = obj;
this.prop = prop;
}
get value() {
return this.obj[ this.prop ];
}
set value( v ) {
this.obj[ this.prop ] = parseFloat( v );
}
}
const wrapModes = {
'ClampToEdgeWrapping': THREE.ClampToEdgeWrapping,
'RepeatWrapping': THREE.RepeatWrapping,
'MirroredRepeatWrapping': THREE.MirroredRepeatWrapping,
};
function updateTexture() {
texture.needsUpdate = true;
}
const gui = new GUI();
gui.add( new StringToNumberHelper( texture, 'wrapS' ), 'value', wrapModes )
.name( 'texture.wrapS' )
.onChange( updateTexture );
gui.add( new StringToNumberHelper( texture, 'wrapT' ), 'value', wrapModes )
.name( 'texture.wrapT' )
.onChange( updateTexture );
gui.add( texture.repeat, 'x', 0, 5, .01 ).name( 'texture.repeat.x' );
gui.add( texture.repeat, 'y', 0, 5, .01 ).name( 'texture.repeat.y' );
gui.add( texture.offset, 'x', - 2, 2, .01 ).name( 'texture.offset.x' );
gui.add( texture.offset, 'y', - 2, 2, .01 ).name( 'texture.offset.y' );
gui.add( texture.center, 'x', - .5, 1.5, .01 ).name( 'texture.center.x' );
gui.add( texture.center, 'y', - .5, 1.5, .01 ).name( 'texture.center.y' );
gui.add( new DegRadHelper( texture, 'rotation' ), 'value', - 360, 360 )
.name( 'texture.rotation' );
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = .2 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>