Three.js上的STLLoader:加载资源失败:服务器响应状态为404(未找到)
我正在尝试在three.js上渲染一些STL 3d模型 代码如下: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"
<!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)