我是初学者3D建模和three.js
我对three.js有一些疑问
我在本页https://threejs.org/examples/webgl_loader_obj_mtl.html
进行了三次.js obj / mtl加载器教程效果很好。我试图将obj,mtl文件改为我自己的文件。
但Chrome浏览器只返回黑色窗口...请帮帮我
这是我的情况
我没有控制台错误 这是我的捕捉图像 Image link
我之前说过,当使用threejs.org样本数据运行浏览器时(obj,mtl)它可以工作..
我设置了灯光#fffff,我在所有资产初始化后都进行了渲染。
这是我的代码......
<!doctype html>
<html lang="en">
<head>
<title>Three js pratice</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 {
font-family: Monospace;
background-color: #fff;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
</style>
</head>
<body style="margin: 0;">
<div id="info">
<a target="_blank">three.js</a> - OBJLoader + MTLLoader
</div>
<script src="js/three.js"></script>
<script src="js/loaders/DDSLoader.js"></script>
<script src="js/loaders/MTLLoader.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats
var camera, scene, renderer
var mouseX = 0, mouseY = 0
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2
init();
animate();
// Sets up the scene.
function init() {
// scene
scene = new THREE.Scene();
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set(0,0,2000);
scene.add(camera);
var ambient = new THREE.AmbientLight( 0xFFFFFF );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function ( xhr ) { };
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath( 'obj/' );
// mtlLoader.load( 'male02.mtl', function( materials ) {
mtlLoader.load( '3DScan999999.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.setPath( 'obj/' );
// objLoader.load( 'male02.obj', function ( object ) {
objLoader.load( '3DScan999999.obj', function ( object ) {
object.position.y = -95
console.log("log : " + object.position.y);
scene.add( object );
}, onProgress, onError );
});
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
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( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) ;
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
这是mtl文件。 # #fusionsdk # #文件“ttttttttttest.obj”的材料 #
newmtl default
illum 1
d 1
Ns 6
sharpness 60
Ni 1
newmtl m1
illum 1
d 1
Ns 6
sharpness 60
Ni 1
map_Kd ttttttttttestImage1.png
# end of file
当然我有.png图片。
请有人帮帮我..
*附加 嘿伙计们,我测试过使用另一个图像(更大),我在黑色窗口看到了一个非常小的物体。我认为因为对象的大小......有人帮助我,