javascript - THREE.js GLTFLoader 在加载 3D 模型时不起作用
问题描述
嗨,我遇到了无法显示 3D 模型 THREE.js GLTFLoader() 的问题,以下是我的脚本:
这是html文件:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<link rel="stylesheet" href="./style.css" />
<title>Document</title>
</head>
<body>
<nav>
<ul>
<li>hey</li>
<li>heysda</li>
</ul>
</nav>
<div class="scene"></div>
<script src="./three.min.js"></script>
<script src="./GLTFLoader.js"></script>
<script src="./app.js"></script>
</body>
</html>
这是js文件:
//Variables for setup
let container;
let camera;
let renderer;
let scene;
let house;
function init() {
container = document.querySelector(".scene");
//Create scene
scene = new THREE.Scene();
const fov = 35;
const aspect = container.clientWidth / container.clientHeight;
const near = 0.1;
const far = 1000;
//Camera setup
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 0, 100);
const ambient = new THREE.AmbientLight(0x404040, 2);
scene.add(ambient);
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(50, 50, 100);
scene.add(light);
//Renderer
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.setPixelRatio(window.devicePixelRatio);
container.appendChild(renderer.domElement);
//Load Model
let loader = new THREE.GLTFLoader();
loader.load("./house/scene.gltf", function(gltf) {
scene.add(gltf.scene);
house = gltf.scene.children[0];
animate();
});
}
function animate() {
requestAnimationFrame(animate);
house.rotation.z += 0.005;
renderer.render(scene, camera);
}
init();
function onWindowResize() {
camera.aspect = container.clientWidth / container.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(container.clientWidth, container.clientHeight);
}
window.addEventListener("resize", onWindowResize);
我在 notepad++ 和 chrome 浏览器上运行了代码,但结果是空白屏幕没有显示我的 3D 模型。
有人知道解决方案吗?提前致谢!
解决方案
你的工作方式container
是有问题的,因为clientHeight
当你访问它来计算纵横比时为零。我建议你从使用window.innerWidth
andwindow.innerHeight
开始。
此外,您的模型还有两个小问题。该模型具有极端比例,因此您不会在当前相机位置看到它。你离得太近了。此外,模型有偏移,因此建议将其居中。试试这个代码:
//Variables for setup
let camera;
let renderer;
let scene;
let house;
init();
function init() {
//Create scene
scene = new THREE.Scene();
const fov = 60;
const aspect = window.innerWidth / window.innerHeight;
const near = 0.1;
const far = 1000;
//Camera setup
camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 0, 5 );
const ambient = new THREE.AmbientLight( 0xffffff, 0.4 );
scene.add( ambient );
const light = new THREE.DirectionalLight( 0xffffff, 0.8 );
light.position.set( 0, 0, 10 );
scene.add( light );
//Renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//Load Model
const loader = new THREE.GLTFLoader();
loader.load( './house/scene.gltf', function ( gltf ) {
house = gltf.scene;
// scale model down
house.scale.setScalar( 0.001 );
// center it
const box = new THREE.Box3().setFromObject( house );
const center = box.getCenter( new THREE.Vector3() );
house.position.x += ( house.position.x - center.x );
house.position.y += ( house.position.y - center.y );
house.position.z += ( house.position.z - center.z );
scene.add( house );
animate();
} );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
window.addEventListener( 'resize', onWindowResize );
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