为什么FileReader没有将文件传递给three.js场景使用的loader.load()?

时间:2012-12-13 05:04:45

标签: javascript three.js

我正在尝试使用FileReader将客户端ASCII文件传递给loader.load(),但看起来文件永远不会到达那里。如果我使用loader.load('server path to test_file.stl')而不是loader.load(fileObject),该文件会显示在3D场景中。

我添加了一个alert()函数来显示文件的ASCII文本,它告诉我JavaScript正在抓取并处理文件,并且没有Chrome安全屏障,但显然我没有正确地将文件传递给{{1} }。

loader.load()

2 个答案:

答案 0 :(得分:2)

好的,我今天早上再次尝试,我认为问题是我试图从糟糕的摄像机角度或其他东西查看加载的结果......无论如何,这是基于https://raw.github.com/mrdoob/three.js/master/examples/webgl_loader_stl.html的示例

基本部分:

就像我上面提到的那样,loader.load没有任何重载会占用文件的实际内容(并且认为它会有点愚蠢)。它只需要一个位置文件......你需要从文件内容创建模型的东西。那将是loader.parse

例如,以下处理程序将您的模型添加到scene范围为readFile的场景中:

function readFile(evt)
{
    var fileObject = evt.target.files[0];
    var reader = new FileReader();
    reader.onload = function ()
    {
        var loader = new THREE.STLLoader();
        //alert(this.result)
        var geometry = loader.parse(this.result);
        var material = new THREE.MeshPhongMaterial(
        {
            ambient: 0xff5533,
            color: 0xff5533,
            specular: 0x111111,
            shininess: 200
        });
        var mesh = new THREE.Mesh(geometry, material);
        mesh.castShadow = true;
        mesh.receiveShadow = true;
        scene.add(mesh);
    };
    reader.readAsText(fileObject)
}

整个例子:

我把它放在网上的某个地方,但因为它使用github来托管一些脚本等,这可能不是最好的主意。

<!DOCTYPE html>
<html>
    <head>
        <style>
            body {
                font-family: Monospace;
                background-color: #000000;
                margin: 0px;
                overflow: hidden;
            }
            #info {
                color: #fff;
                position: absolute;
                top: 10px;
                width: 100%;
                text-align: center;
                z-index: 100;
                display:block;
            }
            #pickfile {
                color: #fff;
                position: absolute;
                top: 40px;
                width: 100%;
                text-align: center;
                z-index: 100;
                display:block;
            }
            a {
                color: skyblue
            }
        </style>
    </head>

    <body>
        <script src="https://raw.github.com/mrdoob/three.js/master/build/three.min.js"></script>
        <script src="https://raw.github.com/mrdoob/three.js/master/examples/js/loaders/STLLoader.js"></script>
        <script src="https://raw.github.com/mrdoob/three.js/master/examples/js/controls/TrackballControls.js"></script>
        <script src="https://raw.github.com/mrdoob/three.js/master/examples/js/Detector.js"></script>
        <script src="https://raw.github.com/mrdoob/three.js/master/examples/js/libs/stats.min.js"></script>
        <input type="file" id="pickfile"></input>
        <script>
            document.getElementById('pickfile').addEventListener('change', readFile, false);

            function readFile(evt)
            {
                var fileObject = evt.target.files[0];
                var reader = new FileReader();
                reader.onload = function ()
                {
                    var loader = new THREE.STLLoader();
                    //alert(this.result)
                    var geometry = loader.parse(this.result);
                    var material = new THREE.MeshPhongMaterial(
                    {
                        ambient: 0xff5533,
                        color: 0xff5533,
                        specular: 0x111111,
                        shininess: 200
                    });
                    var mesh = new THREE.Mesh(geometry, material);
                    mesh.castShadow = true;
                    mesh.receiveShadow = true;
                    scene.add(mesh);
                }; 
                reader.readAsText(fileObject)
            }
            if (!Detector.webgl) Detector.addGetWebGLMessage();
            var container, stats;
            var camera, scene, renderer, objects;
            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, 0.5, 3);
                scene = new THREE.Scene();
                scene.fog = new THREE.Fog(0xffffff, 2, 15);
                scene.fog.color.setHSV(0.06, 0.2, 0.45);
                // Grid
                var size = 20,
                    step = 0.25;
                var geometry = new THREE.Geometry();
                var material = new THREE.LineBasicMaterial(
                {
                    color: 0x000000
                });
                for (var i = -size; i <= size; i += step)
                {
                    geometry.vertices.push(new THREE.Vector3(-size, -0.04, i));
                    geometry.vertices.push(new THREE.Vector3(size, -0.04, i));
                    geometry.vertices.push(new THREE.Vector3(i, -0.04, -size));
                    geometry.vertices.push(new THREE.Vector3(i, -0.04, size));
                }
                var line = new THREE.Line(geometry, material, THREE.LinePieces);
                line.position.y = -0.46;
                scene.add(line);
                // Ground
                var plane = new THREE.Mesh(new THREE.PlaneGeometry(40, 40), new THREE.MeshPhongMaterial(
                {
                    ambient: 0x999999,
                    color: 0x999999,
                    specular: 0x101010
                }));
                plane.rotation.x = -Math.PI / 2;
                plane.position.y = -0.5;
                scene.add(plane);
                plane.receiveShadow = true;
                // Object
                // Lights
                scene.add(new THREE.AmbientLight(0x777777));
                addShadowedLight(1, 1, 1, 0xffffff, 1.35);
                addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
                // renderer
                renderer = new THREE.WebGLRenderer(
                {
                    antialias: true,
                    clearColor: 0x111111,
                    clearAlpha: 1,
                    alpha: false
                });
                renderer.setSize(window.innerWidth, window.innerHeight);
                renderer.setClearColor(scene.fog.color, 1);
                renderer.gammaInput = true;
                renderer.gammaOutput = true;
                renderer.physicallyBasedShading = true;
                renderer.shadowMapEnabled = true;
                renderer.shadowMapCullFrontFaces = false;
                container.appendChild(renderer.domElement);
                // stats
                stats = new Stats();
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.top = '0px';
                container.appendChild(stats.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;
                //directionalLight.shadowCameraVisible = true;
                var d = 1;
                directionalLight.shadowCameraLeft = -d;
                directionalLight.shadowCameraRight = d;
                directionalLight.shadowCameraTop = d;
                directionalLight.shadowCameraBottom = -d;
                directionalLight.shadowCameraNear = 1;
                directionalLight.shadowCameraFar = 4;
                directionalLight.shadowMapWidth = 2048;
                directionalLight.shadowMapHeight = 2048;
                directionalLight.shadowBias = -0.005;
                directionalLight.shadowDarkness = 0.15;
            }

            function onWindowResize()
            {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            }
            //
            function animate()
            {
                requestAnimationFrame(animate);
                render();
                stats.update();
            }

            function render()
            {
                var timer = Date.now() * 0.0005;
                camera.position.x = Math.cos(timer) * 5;
                camera.position.z = Math.sin(timer) * 5;
                camera.lookAt(scene.position);
                renderer.render(scene, camera);
            }
        </script>
    </body>
</html>

答案 1 :(得分:0)

非常感谢您的代码片段,这让我的一天

虽然我在这一行实施您的解决方案时遇到了问题:

reader.readAsText(fileObject) ;

我把它改为:

reader.readAsArrayBuffer(fileObject) ;

它就像一个魅力......

所以对于完整的代码:

1)我的html中有一个按钮来加载.stl文件:

select your stl file <br>
<input type="file" id="pickFile" />

2)在我的js文件中:

if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

var camera, scene, renderer, mesh, controls ;
var group ;

var container = document.getElementById('canvas3D');

// Create default material
material = new THREE.MeshPhongMaterial();

init();
animate();

// file input button
document.getElementById('pickFile').addEventListener('change', openFile, false);

// file load
function openFile (evt) {

    var fileObject = evt.target.files[0];

    // delete previous objects from scene 
    while(group.children.length > 0){ 
        group.remove(group.children[0]); 
    }

    var reader = new FileReader();
    reader.onload = function ()
    {
        var loader = new THREE.STLLoader();
        // parse the .stl file
        var geometry = loader.parse(this.result);
        var mesh = new THREE.Mesh(geometry, material);
        mesh.castShadow = true;
        mesh.receiveShadow = true;
        group.add(mesh);
    };
    // --> update here 
    reader.readAsArrayBuffer(fileObject) ;
};

// and the rest of my three.js code there : init() and animate() functions ...