我想将多个 obj 模型加载到各个场景中。这是基于webgl_multiple_elements.html 。我正在加载一个 obj 文件,并希望将其添加到每个单独的场景中。 obj 正在加载,但我似乎无法找到让模型在给定场景中显示的方法。如果我运行上面示例中的几何图形,则在添加 obj 而不是基本几何图形时,一切都会按预期工作,不会出现任何中断,但无法看到模型。
<style>
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
background-color: #fff;
color: #444;
}
a {
color: #08f;
}
#content {
position: absolute;
top: 0; width: 100%;
z-index: 1;
padding: 3em 0 0 0;
}
#c {
position: absolute;
left: 0;
width: 100%;
height: 100%;
}
.list-item {
display: inline-block;
margin: 1em;
padding: 1em;
box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
}
.list-item .scene {
width: 200px;
height: 200px;
}
.list-item .description {
color: #888;
font-family: sans-serif;
font-size: large;
width: 200px;
margin-top: 0.5em;
}
</style>
</head>
<body>
<script src="https://unpkg.com/three@0.85.0/build/three.min.js"></script>
<script src="https://unpkg.com/three@0.85.0/examples/js/controls/OrbitControls.js"></script>
<canvas id="c"></canvas>
<div id="content">
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements - webgl</div>
</div>
<script id="template" type="notjs">
<div class="scene"></div>
<div class="description">Scene $</div>
</script>
<script>
var canvas;
var scenes = [], renderer;
var loader = new THREE.ObjectLoader();
var objFlag = null;
loadObject();
function loadObject(){
loader.load("./test_obj.json",
function( objectLoaded ) {
objFlag = objectLoaded;
init();
animate();
},
// called when loading is in progresses
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' ,error);
}
);
}
function init() {
canvas = document.getElementById( "c" );
var geometries = [
new THREE.BoxBufferGeometry( 1, 1, 1 ),
new THREE.SphereBufferGeometry( 0.5, 12, 8 ),
new THREE.DodecahedronBufferGeometry( 0.5 ),
new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 12 )
];
var template = document.getElementById( "template" ).text;
var content = document.getElementById( "content" );
for ( var i = 0; i < 5; i ++ ) {
var scene = new THREE.Scene();
// make a list item
var element = document.createElement( "div" );
element.className = "list-item";
element.innerHTML = template.replace( '$', i + 1 );
// Look up the element that represents the area
// we want to render the scene
scene.userData.element = element.querySelector( ".scene" );
content.appendChild( element );
var camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
camera.position.z = 2;
scene.userData.camera = camera;
// setup the controls
var controls = new THREE.OrbitControls( scene.userData.camera, scene.userData.element );
controls.minDistance = 2;
controls.maxDistance = 5;
controls.enablePan = false;
controls.enableZoom = false;
scene.userData.controls = controls;
// add one random mesh to each scene
var geometry = geometries[ geometries.length * Math.random() | 0 ];
var material = new THREE.MeshStandardMaterial( {
color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
roughness: 0.5,
metalness: 0
} );
// scene.add( new THREE.Mesh( geometry, material ) );
scene.add(objFlag);
scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
var light = new THREE.DirectionalLight( 0xffffff, 0.5 );
light.position.set( 1, 1, 1 );
scene.add( light );
scenes.push( scene );
}
renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
renderer.setClearColor( 0xffffff, 1 );
renderer.setPixelRatio( window.devicePixelRatio );
}
function updateSize() {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
if ( canvas.width !== width || canvas.height !== height ) {
renderer.setSize( width, height, false );
}
}
function animate() {
render();
requestAnimationFrame( animate );
}
function render() {
updateSize();
// enables the canvas to scroll with the window for alignment
canvas.style.transform = `translateY(${window.scrollY}px)`;
// clips the canvas to the viewport
renderer.setClearColor( 0xffffff );
renderer.setScissorTest( false );
renderer.clear();
renderer.setClearColor( 0xe0e0e0 );
renderer.setScissorTest( true );
scenes.forEach( function ( scene ) {
// so something moves
scene.children[ 0 ].rotation.y = Date.now() * 0.001;
// get the element that is a place holder for where we want to
// draw the scene
var element = scene.userData.element;
// get its position relative to the page's viewport
var rect = element.getBoundingClientRect();
// set the viewport
var width = rect.right - rect.left;
var height = rect.bottom - rect.top;
var left = rect.left;
var bottom = renderer.domElement.clientHeight - rect.bottom;
renderer.setViewport( left, bottom, width, height );
renderer.setScissor( left, bottom, width, height );
var camera = scene.userData.camera;
renderer.render( scene, camera );
} );
}
</script>
最佳答案
我将 init
和 animate
函数移到循环之外并分别调用它们。我还调整了相机,因为 @Mugen87 指出渲染对象的比例也是一个问题。现在,单元格在各自的单元格中渲染每个对象 - 我目前可以在同一视口(viewport)中渲染 50 个单元格。
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - multiple elements</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
background-color: #fff;
color: #444;
margin: 0;
padding:0;
overflow: hidden;
}
a {
color: #08f;
}
#content {
position: absolute;
height: 600px;
overflow-y: auto;
top: 0; width: 100%;
z-index: 1;
padding: 3em 0 0 0;
}
#c {
position: absolute;
left: 0;
width: 100%;
height: 100%;
}
.list-item {
display: inline-block;
margin: 1em;
padding: 1em;
/* box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25); */
}
.list-item .scene {
width: 200px;
height: 200px;
}
.list-item .description {
color: #888;
font-family: sans-serif;
font-size: large;
width: 200px;
margin-top: 0.5em;
}
</style>
</head>
<body>
<script src="https://unpkg.com/three@0.85.0/build/three.min.js"></script>
<script src="https://unpkg.com/three@0.85.0/examples/js/controls/OrbitControls.js"></script>
<canvas id="c"></canvas>
<div id="content">
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements - webgl</div>
</div>
<script id="template" type="notjs">
<div class="scene"></div>
<div class="description">Scene $</div>
</script>
<script type="module">
var canvas;
var scenes = [];
var renderer;
var loader = new THREE.ObjectLoader();
// number of cells in grid
var gridCount = 50;
init();
animate();
function loadObject(scene){
loader.load("./test_obj.json",
function( objectLoaded ) {
scene.add(objectLoaded);
},
// called when loading is in progresses
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' ,error);
}
);
}
function init() {
canvas = document.getElementById( "c" );
var template = document.getElementById( "template" ).text;
var content = document.getElementById( "content" );
for ( var i = 0; i < gridCount; i ++ ) {
var scene = new THREE.Scene();
// make a list item
var element = document.createElement( "div" );
element.className = "list-item";
element.innerHTML = template.replace( '$', i + 1 );
// Look up the element that represents the area
// we want to render the scene
scene.userData.element = element.querySelector( ".scene" );
content.appendChild( element );
// instance cameara
var camera = new THREE.PerspectiveCamera( 45, (window.innerWidth/window.innerHeight), 0.5, 2000 );
// adjust camera
camera.position.set(-109,422,-593);
scene.userData.camera = camera;
var controls = new THREE.OrbitControls( scene.userData.camera, scene.userData.element );
scene.userData.controls = controls;
loadObject(scene);
scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
var light = new THREE.DirectionalLight( 0xffffff, 0.5 );
light.position.set( 1, 1, 1 );
scene.add( light );
scenes.push( scene );
}
renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
renderer.setClearColor( 0xffffff, 1 );
renderer.setPixelRatio( window.devicePixelRatio );
}
function updateSize() {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
if ( canvas.width !== width || canvas.height !== height ) {
renderer.setSize( width, height, false );
}
}
function animate() {
render();
requestAnimationFrame( animate );
}
function render() {
updateSize();
canvas.style.transform = `translateY(${window.scrollY}px)`;
renderer.setClearColor( 0xffffff );
renderer.setScissorTest( false );
renderer.clear();
renderer.setClearColor( 0xe0e0e0 );
renderer.setScissorTest( true );
scenes.forEach( function ( scene ) {
// so something moves
scene.children[ 0 ].rotation.y = Date.now() * 0.001;
// get the element that is a place holder for where we want to
// draw the scene
var element = scene.userData.element;
// get its position relative to the page's viewport
var rect = element.getBoundingClientRect();
// set the perse
var width = rect.right - rect.left;
var height = rect.bottom - rect.top;
var left = rect.left;
var bottom = renderer.domElement.clientHeight - rect.bottom;
renderer.setViewport( left, bottom, width, height );
renderer.setScissor( left, bottom, width, height );
var camera = scene.userData.camera;
scene.userData.controls.update();
renderer.render( scene, camera );
} );
}
</script>
</body>
</html>
关于javascript - 在同一视口(viewport)中加载多个 obj 元素,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57615047/