Reputation: 73
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.$els = {
el: el,
image: el.querySelector('.ch__image') <-- size of container image is being applied to
};
this.loader = new THREE.TextureLoader();
this.image = this.loader.load(this.$els.image.dataset.src);
this.sizes = new THREE.Vector2(0, 0);
this.offset = new THREE.Vector2(0, 0);
getSizes() {
const { width, height, top, left } = this.$els.image.getBoundingClientRect();
this.sizes.set(width, height);
this.offset.set(left - window.innerWidth / 2 + width / 2, -top + window.innerHeight / 2 - height / 2)
}
createMesh() {
this.geometry = new THREE.PlaneBufferGeometry(1, 1, 1, 1);
this.material = new THREE.MeshBasicMaterial({
map: this.image
});
this.mesh = new THREE.Mesh(this.geometry, this.material);
this.mesh.position.set(this.offset.x, this.offset.y, 0);
this.mesh.scale.set(this.sizes.x, this.sizes.y, 1);
this.scene.add(this.mesh)
}
Currently images/textures are being stretched to fit the container - how can I make the behave just like object-fit: cover
or background-size: cover
?
Upvotes: 3
Views: 3481
Reputation: 41
I create a Canvas element, and edit the size of image by CanvasContext.drwaImage, then make a CanvasTexture. It works
import * as THREE from 'three';
function createCoverTexture(
url: string,
width: number,
height: number
): Promise<THREE.CanvasTexture> {
return new Promise((resolve, reject) => {
const aspect = width / height;
const image = new Image();
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(new THREE.CanvasTexture(canvas));
};
image.onerror = reject;
image.src = url;
});
}
Upvotes: 0
Reputation: 31026
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();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
texture = new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/crate.gif', () => {
cover( texture, window.innerWidth / window.innerHeight );
scene.background = texture;
} );
texture.matrixAutoUpdate = false;
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.aspect = aspect;
camera.updateProjectionMatrix();
cover( texture, aspect );
renderer.setSize( window.innerWidth, window.innerHeight );
}
function cover( 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 );
}
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.js"></script>
BTW: Instead of using window.innerWidth
and window.innerHeight
, use the dimensions of the container instead.
Upvotes: 6