如何使用ThreeJS加载.OBJ和.MTL?(HTML)

如何使用ThreeJS加载.OBJ和.MTL?(HTML),html,css,three.js,Html,Css,Three.js,我试图使用ThreeJS脚本(见下文)将3D地球仪加载到我的HTML站点,但它与其他来源的代码缝合在一起,这意味着相机被映射到MouseX和MouseY位置。我希望对象以一个简单的缓慢旋转坐在页面的中心,但每次我尝试实现这一点时,对象就消失了 Javascript: <script> var container; var camera, scene, renderer; var mouseX = 0, mouseY = 0;

我试图使用ThreeJS脚本(见下文)将3D地球仪加载到我的HTML站点,但它与其他来源的代码缝合在一起,这意味着相机被映射到
MouseX
MouseY
位置。我希望对象以一个简单的缓慢旋转坐在页面的中心,但每次我尝试实现这一点时,对象就消失了

Javascript:

<script>
        var container;

        var camera, scene, renderer;

        var mouseX = 0, mouseY = 0;

        var windowHalfX = window.innerWidth / 2;
        var windowHalfY = window.innerHeight / 2;


        init();
        animate();


        function init() {

            container = document.createElement( 'div' );
            document.body.appendChild( container );

            camera = new THREE.PerspectiveCamera( 5, window.innerWidth / window.innerHeight, 1, 5000 );
            camera.position.z = 250;

            scene = new THREE.Scene();

            var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.8 );
            scene.add( ambientLight );

            var pointLight = new THREE.PointLight( 0xFFF1CF, 0.6 , 0 );

            camera.add( pointLight );
            scene.add( camera );

            var manager = new THREE.LoadingManager();
            manager.onProgress = function ( item, loaded, total ) {

                console.log( item, loaded, total );

            };


            var onProgress = function ( xhr ) {
                if ( xhr.lengthComputable ) {
                    var percentComplete = xhr.loaded / xhr.total * 100;
                    console.log( Math.round(percentComplete, 2) + '% downloaded' );
                }
            };

            var onError = function ( xhr ) {;
            };

            var mtlLoader = new THREE.MTLLoader();
        mtlLoader.load('planet.mtl', function(materials) {
        materials.preload();
        var objLoader = new THREE.OBJLoader();
        objLoader.setMaterials(materials);
        objLoader.load('planet.obj', function(object) {
         object.position.y = 0;
         scene.add(object);
        }, onProgress, onError);
        });

            //

            renderer = new THREE.WebGLRenderer( {alpha: true});
           renderer.setClearColor( 0x000000, 0 );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            container.appendChild( renderer.domElement );

            document.addEventListener( 'mousemove', onDocumentMouseMove, false );
                     document.addEventListener( 'mouseclick', onmousedown, false);

            //

            window.addEventListener( 'resize', onWindowResize, false );

        }

        function onWindowResize() {

            windowHalfX = window.innerWidth / 2;
            windowHalfY = window.innerHeight / 2;

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function onDocumentMouseMove( event ) {

            mouseX = ( event.clientX );
            mouseY = ( event.clientY );

        }

        //

        function animate() {

            requestAnimationFrame( animate );
            render();

        }

        function render() {

            camera.position.x += ( mouseX - camera.position.x ) * .05;
            camera.position.y += ( - mouseY - camera.position.y ) * .05;

            camera.lookAt( scene.position );

            renderer.render( scene, camera );

        }
</script>

var容器;
摄像机、场景、渲染器;
var mouseX=0,mouseY=0;
var windowHalfX=window.innerWidth/2;
var windowHalfY=window.innerHeight/2;
init();
制作动画();
函数init(){
container=document.createElement('div');
文件.正文.附件(容器);
摄像头=新的三个透视摄像头(5,window.innerWidth/window.innerHeight,15000);
摄像机位置z=250;
场景=新的三个。场景();
var环境光=新的三个环境光(0xCCCC,0.8);
场景。添加(环境光);
var pointLight=新的三点光源(0xFFF1CF,0.6,0);
添加(点光源);
场景。添加(摄影机);
var-manager=new-THREE.LoadingManager();
manager.onProgress=功能(项目、已加载、总计){
控制台日志(项目、已加载、总计);
};
var onProgress=函数(xhr){
if(xhr.Length可计算){
var percentComplete=xhr.loaded/xhr.total*100;
log(Math.round(完成百分比,2)+'%download');
}
};
var onError=函数(xhr){;
};
var mtlLoader=new THREE.mtlLoader();
mtlLoader.load('planet.mtl',功能(材料){
材料。预加载();
var objLoader=new THREE.objLoader();
objLoader.setMaterials(物料);
objLoader.load('planet.obj',函数(对象){
object.position.y=0;
场景。添加(对象);
},onProgress,onError);
});
//
renderer=new THREE.WebGLRenderer({alpha:true});
renderer.setClearColor(0x000000,0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth、window.innerHeight);
container.appendChild(renderer.doElement);
document.addEventListener('mousemove',onDocumentMouseMove,false);
document.addEventListener('mouseclick',onmousedown,false);
//
addEventListener('resize',onWindowResize,false);
}
函数onWindowResize(){
windowHalfX=window.innerWidth/2;
windowHalfY=window.innerHeight/2;
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth、window.innerHeight);
}
onDocumentMouseMove函数(事件){
mouseX=(event.clientX);
mouseY=(event.clientY);
}
//
函数animate(){
请求动画帧(动画);
render();
}
函数render(){
camera.position.x+=(mouseX-camera.position.x)*.05;
camera.position.y+=(-mouseY-camera.position.y)*.05;
摄像机。注视(场景。位置);
渲染器。渲染(场景、摄影机);
}

您需要稍微更改一下代码

在“init”函数中,按如下所示更改对象加载逻辑

var mtlLoader = new THREE.MTLLoader();
var objLoader = new THREE.OBJLoader();
mtlLoader.load( 'planet.mtl', function(materials) {
    materials.preload();
    objLoader.setMaterials(materials);
    objLoader.load( 'planet.obj', function( object ){
        object.position.set( 0, 0, 0 ); // set the position as (0,0,0)
        globe = object; // globe is the object to be added to the scene
        scene.add(globe);
        animate(); //call the animate function only after the object is loaded
    }, onProgress, onError);
} );
并更改渲染方法

function render() {
    globe.rotation.y += 0.01; // this will rotate the object
    camera.lookAt( scene.position );
    renderer.render( scene, camera );
}

非常感谢你!