Javascript 3.js导入纹理

Javascript 3.js导入纹理,javascript,three.js,textures,Javascript,Three.js,Textures,我正在使用three.js,现在有了一个场景,其中一个地板和一辆汽车加载了json。一切都很好,但车只是黑色,没有搅拌机的质地。有没有可能直接从blender中导出纹理,或者随后添加纹理 以下是我使用的代码: <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>three.js - pointerlock controls</title>

我正在使用three.js,现在有了一个场景,其中一个地板和一辆汽车加载了json。一切都很好,但车只是黑色,没有搅拌机的质地。有没有可能直接从blender中导出纹理,或者随后添加纹理

以下是我使用的代码:

<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>three.js - pointerlock controls</title>
    <style>
        html, body {
            width: 100%;
            height: 100%;
        }

        body {
            background-color: #eeeeee;
            margin: 0;
            overflow: hidden;
            font-family: arial;
        }

        #blocker {

            position: absolute;

            width: 100%;
            height: 100%;

            background-color: rgba(0,0,0,0.5);

        }

        #instructions {

            width: 100%;
            height: 100%;

            display: -webkit-box;
            display: -moz-box;
            display: box;

            -webkit-box-orient: horizontal;
            -moz-box-orient: horizontal;
            box-orient: horizontal;

            -webkit-box-pack: center;
            -moz-box-pack: center;
            box-pack: center;

            -webkit-box-align: center;
            -moz-box-align: center;
            box-align: center;

            color: #ffffff;
            text-align: center;

            cursor: pointer;

        }

    </style>
</head>
<body>
    <script src="../build/three.min.js"></script>
    <script src="js/controls/PointerLockControls.js"></script>

    <div id="blocker">

        <div id="instructions">
            <span style="font-size:40px">Click to move</span>
            <br />
            (WASD or Arrow Keys = Move, SPACE = Jump, MOUSE = Look around)
        </div>

    </div>

    <script>

        var camera, scene, renderer;
        var geometry, material, mesh;
        var loader;
        var mesh2;
        var loadModel;
        var controls,time = Date.now();

        var objects = [];

        var ray;

        var blocker = document.getElementById( 'blocker' );
        var instructions = document.getElementById( 'instructions' );

        // http://www.html5rocks.com/en/tutorials/pointerlock/intro/

        var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;

        if ( havePointerLock ) {

            var element = document.body;

            var pointerlockchange = function ( event ) {

                if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {

                    controls.enabled = true;

                    blocker.style.display = 'none';

                } else {

                    controls.enabled = false;

                    blocker.style.display  = '-webkit-box';
                    blocker.style.display = '-moz-box';
                    blocker.style.display = 'box';

                    instructions.style.display = '';

                }

            }

            var pointerlockerror = function ( event ) {

                instructions.style.display = '';

            }

            // Hook pointer lock state change events
            document.addEventListener( 'pointerlockchange', pointerlockchange, false );
            document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );
            document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );

            document.addEventListener( 'pointerlockerror', pointerlockerror, false );
            document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );
            document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );

            instructions.addEventListener( 'click', function ( event ) {

                instructions.style.display = 'none';

                // Ask the browser to lock the pointer
                element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;

                if ( /Firefox/i.test( navigator.userAgent ) ) {

                    var fullscreenchange = function ( event ) {

                        if ( document.fullscreenElement === element || document.mozFullscreenElement === element || document.mozFullScreenElement === element ) {

                            document.removeEventListener( 'fullscreenchange', fullscreenchange );
                            document.removeEventListener( 'mozfullscreenchange', fullscreenchange );

                            element.requestPointerLock();
                        }

                    }

                    document.addEventListener( 'fullscreenchange', fullscreenchange, false );
                    document.addEventListener( 'mozfullscreenchange', fullscreenchange, false );

                    element.requestFullscreen = element.requestFullscreen || element.mozRequestFullscreen || element.mozRequestFullScreen || element.webkitRequestFullscreen;

                    element.requestFullscreen();

                } else {

                    element.requestPointerLock();

                }

            }, false );

        } else {

            instructions.innerHTML = 'Your browser doesn\'t seem to support Pointer Lock API';

        }

        init();
        animate();

        function init() {

            camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );


            scene = new THREE.Scene();
            scene.fog = new THREE.Fog( 0xffffff, 0, 750 );

            var light = new THREE.DirectionalLight( 0xffffff, 1.5 );
            light.position.set( 1, 1, 1 );
            scene.add( light );

            var light = new THREE.DirectionalLight( 0xffffff, 0.75 );
            light.position.set( -1, - 0.5, -1 );
            scene.add( light );

            controls = new THREE.PointerLockControls( camera );
            scene.add( controls.getObject() );

            ray = new THREE.Raycaster();
            ray.ray.direction.set( 0, -1, 0 );

            // floor

            geometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
            geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );

            for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {

                var vertex = geometry.vertices[ i ];
                vertex.x += Math.random() * 20 - 10;
                vertex.y += Math.random() * 2;
                vertex.z += Math.random() * 20 - 10;

            }

            for ( var i = 0, l = geometry.faces.length; i < l; i ++ ) {

                var face = geometry.faces[ i ];
                face.vertexColors[ 0 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
                face.vertexColors[ 1 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
                face.vertexColors[ 2 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
                face.vertexColors[ 3 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

            }

            material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );

            mesh = new THREE.Mesh( geometry, material );
            scene.add( mesh );

            // objects
    loader = new THREE.JSONLoader(  );
    loadModel = function(geometry) 
        {                        
            mesh2 = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/metal.jpg', new THREE.SphericalReflectionMapping() ) } ) );
            mesh2.scale.set(0.1, 0.1, 0.1);
            mesh2.position.set(0, 1, 0);
            mesh2.rotation.set(29.85, 3.14, 2);

            scene.add( mesh2 );
        };
    loader.load('blender.js/auto.js', loadModel );            


            //

            renderer = new THREE.WebGLRenderer();
            renderer.setSize( window.innerWidth, window.innerHeight );

            document.body.appendChild( renderer.domElement );

            //

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

        }

        function onWindowResize() {

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

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

        }

        function animate() {

            requestAnimationFrame( animate );

            //

            controls.isOnObject( false );

            ray.ray.origin.copy( controls.getObject().position );
            ray.ray.origin.y -= 10;

            var intersections = ray.intersectObjects( objects );

            if ( intersections.length > 0 ) {

                var distance = intersections[ 0 ].distance;

                if ( distance > 0 && distance < 10 ) {

                    controls.isOnObject( true );

                }

            }

            controls.update( Date.now() - time );

            renderer.render( scene, camera );

            time = Date.now();

        }

    </script>
</body>
</html>

three.js-pointerlock控件
html,正文{
宽度:100%;
身高:100%;
}
身体{
背景色:#eeeeee;
保证金:0;
溢出:隐藏;
字体系列:arial;
}
#阻滞剂{
位置:绝对位置;
宽度:100%;
身高:100%;
背景色:rgba(0,0,0,0.5);
}
#指示{
宽度:100%;
身高:100%;
显示:-网络工具包盒;
显示器:-moz盒;
显示:框;
-webkit盒方向:水平;
-moz盒方向:水平;
盒子方向:水平;
-webkit盒包:中心;
-莫兹盒包装:中心;
盒式包装:中间;
-webkit框对齐:居中;
-moz框对齐:居中;
框对齐:居中;
颜色:#ffffff;
文本对齐:居中;
光标:指针;
}
点击移动

(WASD或箭头键=移动,空格=跳跃,鼠标=环视) 摄像机、场景、渲染器; 变量几何、材质、网格; var装载机; var mesh2; var负荷模型; var控件,time=Date.now(); var对象=[]; 变异射线; var blocker=document.getElementById('blocker'); var instructions=document.getElementById('instructions'); // http://www.html5rocks.com/en/tutorials/pointerlock/intro/ var havePointerLock='pointerLockElement'在文档| | |'mozPointerLockElement'在文档| | |'webkitPointerLockElement'中; if(havePointerLock){ var元素=document.body; var pointerlockchange=函数(事件){ if(document.pointerLockElement==元素| | document.mozPointerLockElement==元素| | document.webkitPointerLockElement==元素){ controls.enabled=true; blocker.style.display='none'; }否则{ controls.enabled=false; blocker.style.display='-webkit-box'; blocker.style.display='-moz-box'; blocker.style.display='box'; 说明.style.display=''; } } var pointerlockerror=函数(事件){ 说明.style.display=''; } //钩子指针锁定状态更改事件 document.addEventListener('pointerlockchange',pointerlockchange,false); document.addEventListener('mozpointerlockchange',pointerlockchange,false); document.addEventListener('webkitpointerlockchange',pointerlockchange,false); document.addEventListener('pointerlockerror',pointerlockerror,false); document.addEventListener('mozpointerlockerror',pointerlockerror,false); document.addEventListener('webkitpointerlockerror',pointerlockerror,false); 说明.addEventListener('click',函数(事件){ instructions.style.display='none'; //要求浏览器锁定指针 element.requestPointerLock=element.requestPointerLock | | element.mozRequestPointerLock | | element.webkitRequestPointerLock; if(/Firefox/i.test(navigator.userAgent)){ var fullscreenchange=函数(事件){ if(document.fullscreenElement==元素| | document.mozFullscreenElement==元素| | document.mozFullscreenElement==元素){ 文档。删除EventListener('fullscreenchange',fullscreenchange); 文档。removeEventListener('mozfullscreenchange',fullscreenchange); 元素。requestPointerLock(); } } 文档。addEventListener('fullscreenchange',fullscreenchange,false); 文档.addEventListener('mozfullscreenchange',fullscreenchange,false); element.requestFullscreen=element.requestFullscreen | | element.mozRequestFullscreen | | element.mozRequestFullscreen | | element.webkitRequestFullscreen; 元素。requestFullscreen(); }否则{ 元素。requestPointerLock(); } },假); }否则{ instructions.innerHTML='您的浏览器似乎不支持指针锁定API'; } init(); 制作动画(); 函数init(){ 摄像头=新的三个透视摄像头(75,window.innerWidth/window.innerHeight,11000); 场景=新的三个。场景(); scene.fog=新的3.fog(0xffffff,0750); var灯=新的三方向灯(0xffffff,1.5); 光。位置。设置(1,1,1); 场景。添加(灯光); var灯光=新的三方向灯光(0xffffff,0.75); 光。位置。设置(-1,-0.5,-1); 场景。添加(灯光); 控件=新的三个指针锁定控件(摄像头); 添加(controls.getObject()); ray=新的三个。Raycaster(); 射线方向集(0,-1,0); //地板 几何=新的三个平面几何(20002000100100); geometry.applyMatrix(
var loader = new THREE.JSONLoader();          

loader.load( "obj.js", function(geometry, materials) {
     var material = new THREE.MeshFaceMaterial(materials);
     mesh = new THREE.Mesh(geometry, materials);
     scene.add(mesh)
});
var loader = new THREE.JSONLoader();          

loader.load( "obj.js", function(geometry) {

     var texture = THREE.ImageUtils.loadTexture(textureUrl);
     var material = new THREE.MeshLambertMaterial({map: texture});
     mesh = new THREE.Mesh(geometry, material);
     scene.add(mesh)
});