我一直想把搅拌机里的模特放到我的网站上。我尝试过使用不同的教程,我已经检查了我的模型是否在three.js之外工作,并且它是否工作,所以如果我缺少什么东西,任何帮助都将是非常感谢的。我在想,也许这是我必须下载的东西,但我似乎什么也找不到。
import {GLTFLoader} from 'https://cdn.jsdelivr.net/npm/three@0.118.1/examples/jsm/loaders/GLTFLoader.js';
import {OrbitControls} from 'https://cdn.jsdelivr.net/npm/three@0.118/examples/jsm/controls/OrbitControls.js';
class BasicWorldDemo {
constructor() {
this._Initialize();
}
_Initialize() {
this._threejs = new THREE.WebGLRenderer({
antialias: true,
});
this._threejs.shadowMap.enabled = true;
this._threejs.shadowMap.type = THREE.PCFSoftShadowMap;
this._threejs.setPixelRatio(window.devicePixelRatio);
this._threejs.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(this._threejs.domElement);
window.addEventListener('resize', () => {
this._OnWindowResize();
}, false);
const fov = 60;
const aspect = 1920 / 1080;
const near = 1.0;
const far = 1000.0;
this._camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
this._camera.position.set(75, 20, 0);
this._scene = new THREE.Scene();
let light = new THREE.DirectionalLight(0xFFFFFF, 1.0);
light.position.set(20, 100, 10);
light.target.position.set(0, 0, 0);
light.castShadow = true;
light.shadow.bias = -0.001;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
light.shadow.camera.near = 0.1;
light.shadow.camera.far = 500.0;
light.shadow.camera.near = 0.5;
light.shadow.camera.far = 500.0;
light.shadow.camera.left = 100;
light.shadow.camera.right = -100;
light.shadow.camera.top = 100;
light.shadow.camera.bottom = -100;
this._scene.add(light);
light = new THREE.AmbientLight(0x101010);
this._scene.add(light);
const controls = new OrbitControls(
this._camera, this._threejs.domElement);
controls.target.set(0, 20, 0);
controls.update();
const loader = new THREE.CubeTextureLoader();
const texture = loader.load([
'./resources/posx.jpg',
'./resources/negx.jpg',
'./resources/posy.jpg',
'./resources/negy.jpg',
'./resources/posz.jpg',
'./resources/negz.jpg',
]);
this._scene.background = texture;
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(100, 100, 10, 10),
new THREE.MeshStandardMaterial({
color: 0xFFFFFF,
}));
plane.castShadow = false;
plane.receiveShadow = true;
plane.rotation.x = -Math.PI / 2;
this._scene.add(plane);
// const box = new THREE.Mesh(
// new THREE.BoxGeometry(2, 2, 2),
// new THREE.MeshStandardMaterial({
// color: 0xFFFFFF,
// }));
// box.position.set(0, 1, 0);
// box.castShadow = true;
// box.receiveShadow = true;
// this._scene.add(box);
// for (let x = -8; x < 8; x++) {
// for (let y = -8; y < 8; y++) {
// const box = new THREE.Mesh(
// new THREE.BoxGeometry(2, 2, 2),
// new THREE.MeshStandardMaterial({
// color: 0x808080,
// }));
// box.position.set(Math.random() + x * 5, Math.random() * 4.0 + 2.0, Math.random() + y * 5);
// box.castShadow = true;
// box.receiveShadow = true;
// this._scene.add(box);
// }
// }
// // const box = new THREE.Mesh(
// // new THREE.SphereGeometry(2, 32, 32),
// // new THREE.MeshStandardMaterial({
// // color: 0xFFFFFF,
// // wireframe: true,
// // wireframeLinewidth: 4,
// // }));
// // box.position.set(0, 0, 0);
// // box.castShadow = true;
// // box.receiveShadow = true;
// // this._scene.add(box);
this._RAF();
}
_LoadModel() {
const loader = new GLTFLoader();
loader.load('./resources/untitled.glb', (gltf) => {
gltf.Scene.traverse(c => {
c.castShadow = true;
});
this._scene.add(gltf.scene);
});
}
_OnWindowResize() {
this._camera.aspect = window.innerWidth / window.innerHeight;
this._camera.updateProjectionMatrix();
this._threejs.setSize(window.innerWidth, window.innerHeight);
}
_RAF() {
requestAnimationFrame(() => {
this._threejs.render(this._scene, this._camera);
this._RAF();
});
}
}
let _APP = null;
window.addEventListener('DOMContentLoaded', () => {
_APP = new BasicWorldDemo();
});```发布于 2021-01-11 18:18:23
我看到了一些问题。
容易修复
首先,您的traverse调用是在gltf.Scene上(带有大写S)。这个大写的属性名是不正确的,我很惊讶您的浏览器没有抛出错误。像你一样使用gltf.scene把它添加到你的场景中。
接下来,您共享的代码从不调用_LoadModel。这可能是你的模型没有出现的一个重要原因,除非你把它称为其他地方。
其他备注
我从来没有见过像这样的结构,但除了我指出的问题之外,它应该是有效的。如果没有,请考虑简化这里的一些想法,比如将所有东西从_Initialize迁移到constructor,并重新组织动画循环,以避免每次迭代都创建新函数。很有可能你在某个地方失去了你的视野。
https://stackoverflow.com/questions/65667971
复制相似问题