我下载了threejs
,现在尝试创建一个3D environment
,您可以在某种“自我视角”中自由移动。我使用了pointlock-control示例作为提交,现在我正在添加我自己的东西,从在Blender中创建的汽车开始并导出为JSON
,但每次我尝试加载它时,我只得到一个白色屏幕。我希望你们能帮助我。
代码:
<style>
html, body {
width: 100%;
height: 100%;
}
body {
background-color: #ffffff;
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 auto;
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)
{
auto = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/metal.jpg', new THREE.SphericalReflectionMapping() ), overdraw: true, shading: THREE.SmoothShading } ) );
mesh.scale.set(1, 1, 1);
mesh.position.set(0, 150, 0);
//mesh.rotation.set(Math.PI/2, Mat.PI/2, Math.PI/2);
//mesh.matrix.setRotationFromEuler(mesh.rotation);
scene.add( auto );
};
loader.load('blender.js/auto.js', loadModel );
setInterval(render, 50);
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>
答案 0 :(得分:0)
正文中的正文和文字“颜色”的背景颜色与样式中的#ffffff相同。
请更改其中一个,然后尝试:)
它可能会放弃,但你可能看不到它,
更新
你在这里添加场景scene.add(mesh2);
我认为我们应该按照工作代码(下面)重新绘制场景(使用循环或计时器,每次“0.05秒”),不要添加新场景,使用简单例如圆形移动然后继续复杂的汽车,有时可能会混淆..
工作代码:
loader = new THREE.JSONLoader();
loadModel = function (geometry) {
mesh2 = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
envMap : THREE.ImageUtils.loadTexture('textures/metal.refl.jpg', new THREE.SphericalReflectionMapping()),
overdraw : true,
shading : THREE.SmoothShading
}));
mesh2.scale.set(1, 1, 1);
mesh2.position.set(0, 0, 0);
//mesh.rotation.set(Math.PI/2, Mat.PI/2, Math.PI/2);
//mesh.matrix.setRotationFromEuler(mesh.rotation);
scene.add( mesh2 );
};
如果没有使用此
解决注释答案 1 :(得分:0)
您的相机没有位置也没有目标。
答案 2 :(得分:-1)
var intersections = ray.intersectObjects( objects );
但您没有将网格添加到对象中。