Three.js上的STLLoader:加载资源失败:服务器响应状态为404(未找到)

Three.js上的STLLoader:加载资源失败:服务器响应状态为404(未找到),three.js,Three.js,我正在尝试在three.js上渲染一些STL 3d模型 代码如下: <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - STL</title> <meta charset="utf-8"> <meta name="viewport"

我正在尝试在three.js上渲染一些STL 3d模型 代码如下:

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>three.js webgl - STL</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    </head>
    <body>
        <div id="info">
            <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
            STL loader test by <a href="https://github.com/aleeper" target="_blank" rel="noopener">aleeper</a>.<br/>
            PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a>
        </div>

        <script type="module">

            import * as THREE from '../build/three.module.js';

            import { STLLoader } from './jsm/loaders/STLLoader.js';

            var container;

            var camera, cameraTarget, scene, renderer;

            init();
            animate();

            function init() {

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

                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 );

                scene = new THREE.Scene();
                scene.background = new THREE.Color( 0x72645b );
                scene.fog = new THREE.Fog( 0x72645b, 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;


                // ASCII file

                var loader = new STLLoader();
                loader.load( 'My_model.stl', function ( geometry ) {

                    var material = new THREE.MeshPhongMaterial( { color: 0xff5533, specular: 0x111111, shininess: 200 } );
                    var mesh = new THREE.Mesh( geometry, material );

                    mesh.position.set( 0, - 0.25, 0.6 );
                    mesh.rotation.set( 0, - Math.PI / 2, 0 );
                    mesh.scale.set( 0.5, 0.5, 0.5 );

                    mesh.castShadow = true;
                    mesh.receiveShadow = true;

                    scene.add( mesh );

                } );


                // Binary files

                var material = new THREE.MeshPhongMaterial( { color: 0xAAAAAA, specular: 0x111111, shininess: 200 } );

                loader.load( 'My_model.stl', function ( geometry ) {

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

                    mesh.position.set( 0, - 0.37, - 0.6 );
                    mesh.rotation.set( - Math.PI / 2, 0, 0 );
                    mesh.scale.set( 2, 2, 2 );

                    mesh.castShadow = true;
                    mesh.receiveShadow = true;

                    scene.add( mesh );

                } );

                loader.load( 'My_model.stl', function ( geometry ) {

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

                    mesh.position.set( 0.136, - 0.37, - 0.6 );
                    mesh.rotation.set( - Math.PI / 2, 0.3, 0 );
                    mesh.scale.set( 2, 2, 2 );

                    mesh.castShadow = true;
                    mesh.receiveShadow = true;

                    scene.add( mesh );

                } );

                // Colored binary STL
                loader.load( 'My_model.stl', function ( geometry ) {

                    var meshMaterial = material;
                    if ( geometry.hasColors ) {

                        meshMaterial = new THREE.MeshPhongMaterial( { opacity: geometry.alpha, vertexColors: true } );

                    }

                    var mesh = new THREE.Mesh( geometry, meshMaterial );

                    mesh.position.set( 0.5, 0.2, 0 );
                    mesh.rotation.set( - Math.PI / 2, Math.PI / 2, 0 );
                    mesh.scale.set( 0.3, 0.3, 0.3 );

                    mesh.castShadow = true;
                    mesh.receiveShadow = true;

                    scene.add( mesh );

                } );


                // Lights

                scene.add( new THREE.HemisphereLight( 0x443333, 0x111122 ) );

                addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
                addShadowedLight( 0.5, 1, - 1, 0xffaa00, 1 );
                // renderer

                renderer = new THREE.WebGLRenderer( { antialias: true } );
                renderer.setPixelRatio( window.devicePixelRatio );
                renderer.setSize( window.innerWidth, window.innerHeight );
                renderer.outputEncoding = THREE.sRGBEncoding;

                renderer.shadowMap.enabled = true;

                container.appendChild( renderer.domElement );

                

                //

                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;

                var d = 1;
                directionalLight.shadow.camera.left = - d;
                directionalLight.shadow.camera.right = d;
                directionalLight.shadow.camera.top = d;
                directionalLight.shadow.camera.bottom = - d;

                directionalLight.shadow.camera.near = 1;
                directionalLight.shadow.camera.far = 4;

                directionalLight.shadow.bias = - 0.002;

            }

            function onWindowResize() {

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

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

            }

            function animate() {

                requestAnimationFrame( animate );

                render();
            

            }

            function render() {

                var timer = Date.now() * 0.0005;

                camera.position.x = Math.cos( timer ) * 3;
                camera.position.z = Math.sin( timer ) * 3;

                camera.lookAt( cameraTarget );

                renderer.render( scene, camera );

            }

        </script>
    </body>
</html>
我将STL文件与HTML文件放在同一目录中。所有其他js库的文件结构都正确


这里缺少什么?

在浏览器的开发工具中,打开“网络”选项卡。看看实际上抛出404的条目。从那里,您可以看到请求的完整URL。获取该URL并将其放在浏览器的地址栏中。如果你得到另一个404,那么URL是错误的,你需要找出原因。如果文件下载了,那么可能是其他错误,我们可能需要更多信息。是的,这意味着要加载的对象不在
My\u model.stl
。也许您需要添加文件夹结构。
  STLLoader:  Failed to load resource: the server responded with a status of 404 (Not Found)