物体是否有可能反射自身?
我喜欢在金属物体上接收 self 反射。
所以基本上,该机构的两个环应该反射(reflect)在下部。
提前非常感谢您!
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container;
var loader;
var camera, cameraTarget, controls, scene, renderer;
init();
animate();
function init() {
var previewDiv = document.getElementById("preview");
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( 3, 0.15, 3 );
cameraTarget = new THREE.Vector3( 0, -0.25, 0 );
controls = new THREE.OrbitControls( camera );
controls.maxPolarAngle = Math.PI / 2.2;
controls.minDistance = 1;
controls.maxDistance = 8;
controls.noPan = false;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xdae1e6, 2, 15 );
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry( 40, 40 ),
new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
);
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add( plane );
plane.receiveShadow = true;
// feinleinen
var feinleinentexture = THREE.ImageUtils.loadTexture( 'textures/feinleinen.jpg' );
feinleinentexture.anisotropy = 16;
feinleinentexture.wrapS = feinleinentexture.wrapT = THREE.RepeatWrapping;
feinleinentexture.repeat.set( 5, 5 );
var feinleinen = new THREE.MeshPhongMaterial( { color: 0xffffff, map: feinleinentexture } );
// Chrome
var path = "textures/chrome/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var envMap = THREE.ImageUtils.loadTextureCube( urls, THREE.CubeReflectionMapping );
var chrome = new THREE.MeshPhongMaterial( {
color : 0x151515,
specular : 0xffffff,
shininess : 200,
envMap : envMap,
combine : THREE.MixOperation, // or THREE.AddOperation, THREE.MultiplyOperation
reflectivity : 0.8
} );
// basis
var basisGeometry = new THREE.BoxGeometry(1.8,0.012,3);
var basis = new THREE.Mesh(basisGeometry, feinleinen);
basis.castShadow = false;
basis.receiveShadow = true;
basis.position.set( 0, -0.47, 0 );
scene.add(basis);
// 2 Ring
var loader = new THREE.JSONLoader();
loader.load('/models/2ring.js', function(geo, mat){
var mesh = new THREE.Mesh(geo, chrome);
mesh.position.set( 0.08, - 0.477, -0.2 );
mesh.rotation.set( 0, - Math.PI / 0.67, 0 );
mesh.scale.set( 0.1, 0.1, 0.1 );
mesh.castShadow = true;
mesh.receiveShadow = true;
loadJson(mesh );
});
function loadJson(mesh){
scene.add( mesh );
}
// Lights
scene.add( new THREE.AmbientLight( 0x777777 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffffff, 1 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( scene.fog.color );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
previewDiv.appendChild (renderer.domElement);
// resize
window.addEventListener( 'resize', onWindowResize, false );
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z )
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.lookAt( cameraTarget );
controls.update();
renderer.render( scene, camera );
}
</script>
最佳答案
您希望对象在使用 Three.js 渲染器时反射(reflect)自身。
您所实现的环境映射基于所反射的环境(无限)遥远的近似值。
即使您为环境贴图使用了CubeCamera
,如this example ,你也会遇到同样的问题。
使用 Three.js 的解决方案是使用某种形式的光线追踪。 Three.js 有一个 RaytracingRenderer 和一个 simple demo ,但该渲染器目前不受高度支持,也不以实时帧速率运行。
三.js r.71
关于javascript - 如何反射(reflect)物体本身?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32179460/