加载MTL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 And MTL Loader</title>
    <script src="../../three-part/threejs/three.js"></script>
    <script src="../../three-part/threejs/OBJLoader.js"></script>
    <script src="../../three-part/threejs/MTLLoader.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 mtlLoader = new THREE.MTLLoader();
        mtlLoader.load("../assets/models/female02/female02.mtl",
            function(materials){
                // load materials
                materials.preload();
                let loader = new THREE.OBJLoader();
                loader.setMaterials(materials)
                    .load('../assets/models/female02/female02.obj', function (mesh) {
                        mesh.scale.set(0.2, 0.2, 0.2);
                        mesh.position.set(0, 0, 0);
                        scene.add(mesh);
                    }
                );
            }
        );

        // add spotlight
        let spotLight = new THREE.SpotLight(0xffffff, 1, 180, Math.PI / 4);
        spotLight.shadow.mapSize.set(2048, 2048);
        spotLight.position.set(0, 60, 0);
        spotLight.castShadow = true;
        spotLight.intensity = 3;
        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. 使用MTLLoader之前需要引入MTLLoader.js文件;
  2. 材质加载回调函数中的materials存放了所有的材质,需要调用materials.preload()方法才会真正加载材质;
  3. 调用ObjLoader的setMaterials方法将材质赋给模型。
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