我已经在这个ThreeJS库中玩了两周了,利用其他人的启发,我制作了一个显示外部.stl文件的画布。
我唯一的问题是我似乎无法对其进行任何转换。我可以很好地移动相机,但即使是最简单的转换也无法工作。我对JavaScript不太满意,因此我可能错过了一些基本部分。
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - STL</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/loaders/STLLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="dat.gui.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container;
var rotationSpeed;
var camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( -3, 1, 3 );
cameraTarget = new THREE.Vector3( 0, 0, 0 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x72645b, 2, 15 );
// Ground
var plane = new THREE.Mesh( new THREE.PlaneGeometry( 40, 40 ), new THREE.MeshPhongMaterial( { ambient: 0x999999, color: 0x999999, specular: 0x101010 } ) );
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add( plane );
plane.receiveShadow = true;
// ASCII file
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200 } );
var model = new THREE.Mesh( geometry, material );
model.position.set( 0, 0.05, 0 );
model.rotation.set( Math.PI / 2.0, - Math.PI / 1.5, 0 );
model.scale.set( 0.01, 0.01, 0.01 );
model.castShadow = true;
model.receiveShadow = true;
scene.add( model );
} );
loader.load( './models/stl/ascii/cover.stl' );
// Lights
scene.add( new THREE.AmbientLight( 0x777777 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffaa00, 1 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color, 1 );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z )
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
/* var controls = new function()
{
this.rotationSpeed = 0.2;
}
var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed',0,1);
*/
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.0005;
camera.lookAt( cameraTarget );
//THIS LINE DOESN'T WORK
//model.position.x = Math.cos( timer );
//model.position.z = Math.sin( timer );
renderer.render( scene, camera );
}
</script>
</body>
</html>
render()函数之前的最后几行只是给我一个黑色的空白页。甚至像model.position.x + = 0.02; 杀死它
我可以在这里找到错误,但是很抱歉,某些无法将代码移植到JSFIDDLE的方法
这是我发现的问题,
模型变量未在全局范围内声明。它在init()函数中本地初始化,并且您尝试在render函数中使用该变量进行操作,该变量没有任何作用域。
因此,解决方案是,只需在调用init()函数之前声明变量模型,就像在此声明的其他变量一样,通过在下面的行中添加此变量即可。
var model;
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