如何使用ThreeJS加载.OBJ和.MTL?(HTML)
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;
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;
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!