javascript - 在同一视口(viewport)中加载多个 obj 元素

标签 javascript three.js

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 initanimate 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/

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