我只是想尝试一些例子,让自己将自己的模型放到场景中。但是,在使用FBXLoader时,我不确定我做的是否正确。一次只能加载一个FBX。我首先不是编码人员,所以对不起,如果我的代码看起来草率:
我有一个名为range_burners.fbx的对象。它本身可以很好地加载。我有一个名为range_main.fbx的模型,它本身可以很好地工作。但是他们两个在一起,很好,range_main.fbx似乎总是有先例。
<!DOCTYPE html>
<!-- saved from url=(0022)http://127.0.0.1:1024/ -->
<html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>three.js webgl - FBX loader</title>
<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: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #046;
font-weight: bold;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org/" target="_blank" rel="noopener">three.js</a> - FBXLoader<br>
Character and animation from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">Mixamo</a>
</div>
<script src="./index_files/three.js.download"></script>
<script src="./index_files/inflate.min.js.download"></script>
<script src="./index_files/FBXLoader.js.download"></script>
<script src="./index_files/OrbitControls.js.download"></script>
<script src="./index_files/Detector.js.download"></script>
<script src="./index_files/stats.min.js.download"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, controls;
var camera, scene, renderer, light;
var clock = new THREE.Clock();
var mixers = [];
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 100, 200, 300 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 100, 0 );
controls.update();
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );
light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 200, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 200, 100 );
light.castShadow = true;
light.shadow.camera.top = 180;
light.shadow.camera.bottom = -100;
light.shadow.camera.left = -120;
light.shadow.camera.right = 120;
scene.add( light );
// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
// ground
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
var burners = new THREE.FBXLoader();
burners.load( '/fbx/range_burners.fbx', function ( object ) {
object.traverse( function ( child ) {
if( child.material ) {
child.material = new THREE.MeshStandardMaterial ( {
color: 0x151515,
metalness: 0.8,
roughness: 0.6
} );
}
} )
object.position.set(0, 200, 0);
scene.add ( object );
} );
// model
var range = new THREE.FBXLoader();
range.load( '/fbx/range_main.fbx', function ( object2 ) {
object2.traverse( function ( child2 ) {
if( child2.material ) {
child2.material = new THREE.MeshStandardMaterial ( {
color: 0xffffff,
metalness: 0.8,
roughness: 0.4
} );
}
} )
object2.position.set(-150, 0, 0);
scene.add ( object2 );
} );
//burners
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
if ( mixers.length > 0 ) {
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( clock.getDelta() );
}
}
renderer.render( scene, camera );
stats.update();
}
</script><div><canvas width="1920" height="898" style="width: 1920px; height: 898px;"></canvas><div style="position: fixed; top: 0px; left: 0px; cursor: pointer; opacity: 0.9; z-index: 10000;"><canvas width="80" height="48" style="width: 80px; height: 48px; display: block;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas></div></div><div><canvas width="928" height="898" style="width: 928px; height: 898px;"></canvas><div style="position: fixed; top: 0px; left: 0px; cursor: pointer; opacity: 0.9; z-index: 10000;"><canvas width="80" height="48" style="width: 80px; height: 48px; display: block;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas></div></div>
</body></html>
答案 0 :(得分:0)
您的代码看起来不错。对我而言,一个人为什么会超越另一个人(除非它隐藏在另一个人的身后),这并不明显。 可以尝试移动其初始位置吗?
另外,您可能要在启动加载程序之前先进行THREE.WebGLRenderer初始化。也就是说,将加载程序放在初始化的末尾... 调试的另一种方法是在材料上设置'wireframe:true',这样您就可以看到其中一个隐藏在另一个内部...