我是专业的图形设计师,并且对Three.js有疑问
我尝试过很多东西,但这并不好。我刚刚复制了导入的模型并重命名了它。我尝试了互联网上的一切。这有效,但它们重叠,我也有2个不同的名字。这是我的.js
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 4;
var windowHalfY = window.innerHeight / 4;
init();
animate();
function init() {
// important for multiple canvasuse
container = document.getElementById( 'container1' );
document.body.appendChild( container );
// cam
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 4;
// scene
scene = new THREE.Scene();
// light
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 1, 1 ).normalize();
scene.add( directionalLight );
// BG
scene.background = new THREE.Color( 0xffffff );
// BEGIN Clara.io JSON loader code
var objectLoader = new THREE.ObjectLoader();
objectLoader.load("untitled-scene.json", function ( obj ) {
scene.add( obj );
} );
// mlg render
renderer = new THREE.WebGLRenderer();
renderer.setSize( 400, 200 );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
// resize?
window.addEventListener( 'resize', onWindowResize, false );
}
// draw a different, next canvas
container = document.getElementById( 'container2' );
document.body.appendChild( container );
// cam
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 4;
// scene
scene = new THREE.Scene();
// light
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 1, 1 ).normalize();
scene.add( directionalLight );
// BG
scene.background = new THREE.Color( 0xffffff );
// BEGIN Clara.io JSON loader code
var objectLoader = new THREE.ObjectLoader();
objectLoader.load("untitled-scene2.json", function ( obj ) {
scene.add( obj );
} );
// mlg rendere reloaded
renderer = new THREE.WebGLRenderer();
renderer.setSize( 400, 200 );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( canvas_width, canvas_height );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 16;
mouseY = ( event.clientY - windowHalfY ) / 16;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .03;
camera.position.y += ( - mouseY - camera.position.y ) * .03;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
和ma html
<!DOCTYPE html>
<html lang="en">
<head>
<title>farts</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #fff;
margin: 0px;
overflow: hidden;
width: 100%;
height: 100%;
}
#info {
color: #00f;
position: absolute;
top: 10px;
width: 100%;
text-align: left;
z-index: 100;
display:block;
}
#container1 {
width: 300px;
height: 200px;
border: 5px solid red;
float:left;
margin-top: 200px;
}
#container2 {
width: 300px;
height: 200px;
border: 1px solid blue;
float:left;
}
</style>
</head>
<body>
<div id="info">
farts <br />
</div>
<div id="container1">
<script src="num1.js"></script><br/>
<script src="three.js"></script>
<script src="Detector.js"></script>
<script src="stats.min.js"></script>
</div>
<div id="container2">
<script src="num1.js"></script><br/>
<script src="three.js"></script>
<script src="Detector.js"></script>
<script src="stats.min.js"></script>
</div>
</body>
</html>
这只是一个有趣的项目,但我很乐意提供。
答案 0 :(得分:0)
变化:
renderer.setSize( 400, 200 );
有:
renderer.setSize( 300, 200 );
因为你的div有尺寸(300,200)并且你发送它来渲染其他尺寸(400,200),这就是为什么你的画布来自你的div并且你不应该在编辑你的CSS时遇到问题。