我想在我的项目中使用加载栏预加载所有模型和纹理。为此,我使用了three.js中的LoadingManger,但是我在预加载json模型时遇到了问题。他们加载但我无法显示它们。这是一个example。
您可以在控制台中看到创建了200个网格。 100对于小行星和100为船舶。
使用LoadingManger我可以显示模型(小行星),因此模型应该没有问题。您可以在没有加载管理器的情况下加载示例Asteroids。
这里是问题的简化代码
$(function(){
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var debugScene = true;
var controler, camera, controls, scene, renderer;
var objectControls;
var ship1geometry,ship1material;
////////////////////////////////////////////////////////
//LOADMANGER
////////////////////////////////////////////////////////
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
$('#loader').css({width:(Math.round(loaded / total *100))+"%"});
console.log( item, loaded, total );
};
manager.onLoad = function () {
$('#loaderholder').fadeOut(function(){
init();
animate();
});
console.log('all items loaded');
};
manager.onError = function () {
console.log('there has been an error');
};
var loader = new THREE.JSONLoader(manager); // init the loader util
loader.load('models/shiptest.json', function (ship1geometry) {
var ship1material = new THREE.MeshFaceMaterial();
}, "models");
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
camera = new THREE.PerspectiveCamera( 45, width / height, 1, 10000000 );
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 1500;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor("black");
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
controls.minDistance = 50;
controls.maxDistance = 300000;
controls.autoRotate = false;
controls.autoRotateSpeed = 0.05;
controls.target.x = 0;
controls.target.y = 0;
controls.target.z = 0;
light = new THREE.AmbientLight( 0x666666 );
scene.add( light );
light = new THREE.PointLight( 0xffffff, 1, 10000 );
light.position.set( 0, 0, 0 );
var params = { recursive: true };
objectControls = new ObjectControls( camera, params );
shipCount = 100;
for (var p = 0; p < shipCount; p++) {
var pX = Math.random() * 5000 - 2500;
var pZ = Math.random() * 5000 - 2500;
var ship = createShipMesh(pX,0,pZ,0,0,0,ship1geometry,ship1material);
scene.add(ship);
}
var loader = new THREE.JSONLoader();
loader.load('models/asteroid.json', function (geometry, mat) {
var material = new THREE.MeshFaceMaterial( mat );
asteroidCount = 100;
for (var p = 0; p < asteroidCount; p++) {
var pX = Math.random() * 5000 - 2500;
var pZ = Math.random() * 5000 - 2500;
var mesh = new THREE.Mesh(geometry,material);
mesh.rotation.y = -Math.PI/Math.random();
mesh.position.set( pX, 0, pZ );
scene.add(mesh);
}
}, "textures");
window.addEventListener( 'resize', onWindowResize, false );
if(debugScene){
var gridHelper = new THREE.GridHelper( 900000, 10000 );
gridHelper.setColors( 0x0000ff, 0x808080 );
scene.add( gridHelper );
var axisHelper = new THREE.AxisHelper( 500 );
scene.add( axisHelper );
console.log(scene);
}
}
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
var lastTimeMsec= null;
var nowMsec= null;
function animate() {
requestAnimationFrame( animate );
render();
update();
}
function update(){
controls.update();
objectControls.update();
}
function render() {
renderer.render( scene, camera );
}
function createShipMesh(positionX,positionY,positionZ,centerX,centerY,centerZ,geometry,material){
positionX = centerX + positionX;
positionY = centerY + positionY;
positionZ = centerZ + positionZ;
var mesh = new THREE.Mesh(geometry,material);
mesh.rotation.y = -Math.PI/Math.random();
mesh.position.set( positionX, positionY, positionZ );
objectControls.add( mesh );
mesh.select = function(){
controls.target.x = position.x;
controls.target.y = position.y;
controls.target.z = position.z;
controls.dollyIn(2);
controls.minDistance = 20;
}
return mesh;
}
});
答案 0 :(得分:0)
好的,我自己发现了这个问题。加载管理器与json一起工作,但我的错误是将变量ship1geometry设置为全局,并且认为加载器将覆盖此变量,以便我可以在以后的场景中使用它。那是错的。我只需要在我的globaly set变量中分配来自加载器的响应。所以这是正确的代码
var ship1geometry,ship1material
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
$('#loader').css({width:(Math.round(loaded / total *100))+"%"});
console.log( item, loaded, total );
};
manager.onLoad = function () {
$('#loaderholder').fadeOut(function(){
init();
animate();
});
console.log('all items loaded');
};
manager.onError = function () {
console.log('there has been an error');
};
var loader = new THREE.JSONLoader(manager); // init the loader util
loader.load('models/shiptest.json', function (geometry,mat) {
ship1geometry = geometry;
ship1material = new THREE.MeshLambertMaterial({map:mat });
}, "textures");
function init(){
...
}