加载不带材质的Obj模型

2019-11-13  本文已影响0人  Codifier
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Object Loader</title>
    <script src="../../three-part/threejs/three.js"></script>
    <script src="../../three-part/threejs/OBJLoader.js"></script>
    <script src="../../three-part/utils/stats.min.js"></script>
    <script src="../../three-part/utils/dat.gui.min.js"></script>
    <script src="../controls/TrackballControls.js"></script>
    <script src="../util/util.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
<div id="container"></div>
<script type="text/javascript">
    init();
    function init() {
        // show FPS
        let stats = initStats();
        // resize
        window.addEventListener('resize', onResize, false);

        let scene = new THREE.Scene();
        let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.x = 50;
        camera.position.y = 50;
        camera.position.z = 30;
        camera.lookAt(new THREE.Vector3(0, 15, 0));

        let renderer = new THREE.WebGLRenderer();
        renderer.setClearColor(new THREE.Color(0x000000));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.getElementById("container").appendChild(renderer.domElement);

        // init trackball control
        let trackballControls = initTrackballControls(camera, renderer);
        let clock = new THREE.Clock();

        let loader = new THREE.OBJLoader();
        loader.load('../assets/models/pinecone/pinecone.obj',
            // onLoad callback
            function (mesh) {
                let material = new THREE.MeshLambertMaterial({
                    color: 0x5C3A21
                });
                // loadedMesh is a group of meshes. For
                // each mesh set the material, and compute the information
                // three.js needs for rendering.
                mesh.children.forEach(v => {
                    v.material = material;
                    v.geometry.computeVertexNormals();
                    v.geometry.computeFaceNormals();
                    v.castShadow = true;
                });
                mesh.scale.set(60, 60, 60);
                mesh.position.set(0, 15, 0);
                scene.add(mesh);
            },
            // onProgress callback
            function (xhr) {
                console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
            },
            // onError callback
            function (err) {
                console.error('An error happened');
            }
        );

        // add spotlight
        let spotLight = new THREE.SpotLight(0xffffff, 1, 180, Math.PI / 4);
        spotLight.shadow.mapSize.set(2048, 2048);
        spotLight.position.set(0, 40, 0);
        spotLight.castShadow = true;
        spotLight.intensity = 5;
        spotLight.angle = 1.2;
        scene.add(spotLight);

        // add a plane
        let planeGeometry = new THREE.PlaneGeometry(100, 100, 1, 1);
        let planeMaterial = new THREE.MeshLambertMaterial({
            color: 0xffffff
        });
        let plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.receiveShadow = true;
        plane.rotation.x = -0.5 * Math.PI;
        scene.add(plane);

        // attributes which can be modified in GUI
        const controls = {

        };
        // init GUI
        initGUI();

        renderScene();

        function initGUI(){
            let gui = new dat.GUI();
        }

        function onResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function renderScene(){
            trackballControls.update(clock.getDelta());
            stats.update();
            requestAnimationFrame(renderScene);
            renderer.render(scene, camera);
        }
    }
</script>
</body>
</html>

运行结果:



总结:

  1. 在使用OBJLoader之前需要引入OBJLoader.js;
  2. 加载模型时的回调中的网格为多个网格组成的组,因此需要遍历组中的每一个网格再赋予材质。


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