我正在尝试从Blender渲染的Three.js中创建我的第一个glTF模型,但是我无法使相机显示在渲染模型附近。
无论我对Blender相机做什么,都无法解决问题,因此它必须是用Three.js编写的代码。请帮忙!谢谢
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webglTF - loader</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: #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>
<script src="../build/three.js"></script>
<script src="js/libs/inflate.min.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
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( -400, 0, 200 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 0, 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( { material:
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 );
// model
var loader = new THREE.GLTFLoader();
loader.load( '../The-Raisin/TREE_GLTF.gltf', function ( gltf)
{
scene.add( gltf.scene );
}, undefined, function ( error ) {
console.error( error );
} );
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>
</body>
</html>
相机显示在场景之外。
答案 0 :(得分:0)
无论我对Blender相机做什么,都无法解决问题
如果在应用程序中定义自己的相机对象,则在Blender中更改相机属性不会生效。您有两种选择:
gltf.cameras
回调中访问onLoad()
,该回调代表glTF
资产中定义的一系列摄像机。如果Blender中的相机已导出,则应在此处找到它。three.js
的{{1}}浏览器中使用以下代码: glTF