ThreeJS 加载屏幕
ThreeJS Loading Screen
我是 ThreeJS 的新手,目前正在研究 3D 配置器之类的东西。现在我试图在加载 obj 对象之前实现一个加载屏幕,这是我现在的代码:
<!DOCTYPE html>
</style>
</head>
<body>
<div id="container"></div>
<script src="js/three.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/RGBELoader.js"></script>
<script src="js/HDRCubeTextureLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/PMREMGenerator.js"></script>
<script src="js/PMREMCubeUVPacker.js"></script>
<script src="js/dat.gui.min.js"></script>
<script src="js/EffectComposer.js"></script>
<script src="js/RenderPass.js"></script>
<script src="js/MaskPass.js"></script>
<script src="js/ShaderPass.js"></script>
<script src="js/CopyShader.js"></script>
<script src="js/FXAAShader.js"></script>
<script src="js/BloomPass.js"></script>
<script src="js/ConvolutionShader.js"></script>
<script src="js/OBJLoader.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var params = {
projection: 'normal',
Rotieren: false,
reflectivity: 1.0,
background: false,
Beleuchtung: 2.0,
Farbe: 'Black'
};
var camera, scene, renderer, controls, objects = [];
var hdrCubeMap;
var composer;
var gemBackMaterial, gemFrontMaterial;
var hdrCubeRenderTarget;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0.0, -10, 20 * 25 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
gemBackMaterial = new THREE.MeshPhysicalMaterial( {
map: null,
color: 0x0000ff,
metalness: 1.0,
roughness: 0,
opacity: 0.5,
side: THREE.BackSide,
transparent: true,
envMapIntensity: 5,
premultipliedAlpha: true,
wireframe: false
} );
gemFrontMaterial = new THREE.MeshPhysicalMaterial( {
map: null,
color: 0x0000ff,
metalness: 0.0,
roughness: 0,
opacity: 0.5,
side: THREE.FrontSide,
transparent: true,
envMapIntensity: 5,
premultipliedAlpha: true,
wireframe: false
} );
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var textureLoader = new THREE.TextureLoader();
var map = textureLoader.load('img/4.png');
var material = new THREE.MeshPhysicalMaterial({map: map});
var loader = new THREE.OBJLoader( manager );
loader.load( 'models/testgpu.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material = gemBackMaterial;
child.material = material;
var second = child.clone();
second.material = gemFrontMaterial;
var parent = new THREE.Group();
parent.add( second );
parent.add( child );
scene.add( parent );
objects.push( parent );
}
} );
} );
//Beleuchtung mit Ambientlights
var ambient = new THREE.AmbientLight( 0x666666 );
scene.add( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
directionalLight.position.set( 2, 1.2, 10 ).normalize();
scene.add( directionalLight );
directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( -2, 1.2, -10 ).normalize();
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xffaa00, 2 );
pointLight.position.set( 2000, 1200, 10000 );
scene.add( pointLight );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
stats = new Stats();
container.appendChild( stats.dom );
controls = new THREE.OrbitControls( camera, renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
var gui = new dat.GUI();
gui.add( params, 'Beleuchtung', 0.1, 2 );
gui.add( params, 'Rotieren' );
gui.add( params, 'Farbe', [ 'Blue', 'Green', 'Red', 'White', 'Black', 'Purple' ] );
gui.open();
}
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
}
function animate() {
requestAnimationFrame(animate);
stats.begin();
render();
stats.end();
}
function render() {
if ( gemBackMaterial !== undefined && gemFrontMaterial !== undefined ) {
var newColor = gemBackMaterial.color;
switch( params.Farbe ) {
case 'Blue': newColor = new THREE.Color( 0x000088 ); break;
case 'Red': newColor = new THREE.Color( 0x880000 ); break;
case 'Green': newColor = new THREE.Color( 0x008800 ); break;
case 'White': newColor = new THREE.Color( 0x888888 ); break;
case 'Black': newColor = new THREE.Color( 0x0f0f0f ); break;
case 'Purple': newColor = new THREE.Color( 0xff00ff ); break;
}
gemBackMaterial.color = gemFrontMaterial.color = newColor;
}
renderer.toneMappingExposure = params.Beleuchtung;
var timer = Date.now() * 0.00025;
camera.lookAt( scene.position );
if( params.Rotieren ) {
for ( var i = 0, l = objects.length; i < l; i ++ ) {
var object = objects[ i ];
object.rotation.y += 0.005;
}
}
renderer.render( scene, camera );
}
</script>
</body>
我试过这样的事情:
var loadingScreen =
{
scene = new THREE.Scene();
camera = new PerspectiveCamera(90, 1280/720, 0.1, 1000);
box : new THREE.Mesh(
new THREE.BoxGeometry(0.5,0.5, 0.5),
new THREE.MeshBasicMaterial ({color:0x4444ff})
)
};
var RESORUCES_LOADED = false;
将加载屏幕放入函数初始化中:
loadingScreen.box.position.set(0,0,5);
loadingScreen.camera.lookAt(loadingScreen.box.position);
loadingScreen.scene.add(loadingScreen.box);
最后在动画函数中:
if (RESORUCES_LOADED == false)
{
requestAnimationFrame(animate);
renderer.render(loadingScreen.scene, loadingScreen.camera);
stats.begin();
render();
stats.end();
return;
}
但这不起作用,您有什么提示吗?
我建议使用基于 CSS 的漂亮的预加载屏幕,而不是使用单独的场景。我创建了一个小 fiddle 来显示使用情况,并带有漂亮的 fade-out 加载屏幕。
重要的部分是 THREE.LoadingManager
的 onLoad
回调:
const loadingManager = new THREE.LoadingManager( () => {
const loadingScreen = document.getElementById( 'loading-screen' );
loadingScreen.classList.add( 'fade-out' );
// optional: remove loader from DOM via event listener
loadingScreen.addEventListener( 'transitionend', onTransitionEnd );
} );
https://jsfiddle.net/vfug1adn/19/
我从这里选择了 CSS:http://freefrontend.com/css-loaders/
如果您不删除加载程序 onTransitionEnd,您最终会在 DOM 中得到一个 CSS 动画 - 一直如此。
也就是说,这是我的看法。
const loadingManager = new THREE.LoadingManager(() => {
this.loadingScreenEl.nativeElement.classList.add('fade-out');
setTimeout(() => {
this.loadingScreenEl.nativeElement.style.display = 'none';
}, 1000);
}, () => {
this.loadingScreenEl.nativeElement.style.display = 'block';
if (this.loadingScreenEl.nativeElement.classList.contains('fade-out')) {
this.loadingScreenEl.nativeElement.classList.remove('fade-out');
}
});
说明:
1 - onLoad,淡出加载器,1 秒后将其移除(可以这么说)。
2 - onProgress,你显示加载器,如果它有 class 淡出,就去掉它。
环境:Angular 10 和 Three.js
我是 ThreeJS 的新手,目前正在研究 3D 配置器之类的东西。现在我试图在加载 obj 对象之前实现一个加载屏幕,这是我现在的代码:
<!DOCTYPE html>
</style>
</head>
<body>
<div id="container"></div>
<script src="js/three.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/RGBELoader.js"></script>
<script src="js/HDRCubeTextureLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/PMREMGenerator.js"></script>
<script src="js/PMREMCubeUVPacker.js"></script>
<script src="js/dat.gui.min.js"></script>
<script src="js/EffectComposer.js"></script>
<script src="js/RenderPass.js"></script>
<script src="js/MaskPass.js"></script>
<script src="js/ShaderPass.js"></script>
<script src="js/CopyShader.js"></script>
<script src="js/FXAAShader.js"></script>
<script src="js/BloomPass.js"></script>
<script src="js/ConvolutionShader.js"></script>
<script src="js/OBJLoader.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var params = {
projection: 'normal',
Rotieren: false,
reflectivity: 1.0,
background: false,
Beleuchtung: 2.0,
Farbe: 'Black'
};
var camera, scene, renderer, controls, objects = [];
var hdrCubeMap;
var composer;
var gemBackMaterial, gemFrontMaterial;
var hdrCubeRenderTarget;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0.0, -10, 20 * 25 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
gemBackMaterial = new THREE.MeshPhysicalMaterial( {
map: null,
color: 0x0000ff,
metalness: 1.0,
roughness: 0,
opacity: 0.5,
side: THREE.BackSide,
transparent: true,
envMapIntensity: 5,
premultipliedAlpha: true,
wireframe: false
} );
gemFrontMaterial = new THREE.MeshPhysicalMaterial( {
map: null,
color: 0x0000ff,
metalness: 0.0,
roughness: 0,
opacity: 0.5,
side: THREE.FrontSide,
transparent: true,
envMapIntensity: 5,
premultipliedAlpha: true,
wireframe: false
} );
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var textureLoader = new THREE.TextureLoader();
var map = textureLoader.load('img/4.png');
var material = new THREE.MeshPhysicalMaterial({map: map});
var loader = new THREE.OBJLoader( manager );
loader.load( 'models/testgpu.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material = gemBackMaterial;
child.material = material;
var second = child.clone();
second.material = gemFrontMaterial;
var parent = new THREE.Group();
parent.add( second );
parent.add( child );
scene.add( parent );
objects.push( parent );
}
} );
} );
//Beleuchtung mit Ambientlights
var ambient = new THREE.AmbientLight( 0x666666 );
scene.add( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
directionalLight.position.set( 2, 1.2, 10 ).normalize();
scene.add( directionalLight );
directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( -2, 1.2, -10 ).normalize();
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xffaa00, 2 );
pointLight.position.set( 2000, 1200, 10000 );
scene.add( pointLight );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
stats = new Stats();
container.appendChild( stats.dom );
controls = new THREE.OrbitControls( camera, renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
var gui = new dat.GUI();
gui.add( params, 'Beleuchtung', 0.1, 2 );
gui.add( params, 'Rotieren' );
gui.add( params, 'Farbe', [ 'Blue', 'Green', 'Red', 'White', 'Black', 'Purple' ] );
gui.open();
}
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
}
function animate() {
requestAnimationFrame(animate);
stats.begin();
render();
stats.end();
}
function render() {
if ( gemBackMaterial !== undefined && gemFrontMaterial !== undefined ) {
var newColor = gemBackMaterial.color;
switch( params.Farbe ) {
case 'Blue': newColor = new THREE.Color( 0x000088 ); break;
case 'Red': newColor = new THREE.Color( 0x880000 ); break;
case 'Green': newColor = new THREE.Color( 0x008800 ); break;
case 'White': newColor = new THREE.Color( 0x888888 ); break;
case 'Black': newColor = new THREE.Color( 0x0f0f0f ); break;
case 'Purple': newColor = new THREE.Color( 0xff00ff ); break;
}
gemBackMaterial.color = gemFrontMaterial.color = newColor;
}
renderer.toneMappingExposure = params.Beleuchtung;
var timer = Date.now() * 0.00025;
camera.lookAt( scene.position );
if( params.Rotieren ) {
for ( var i = 0, l = objects.length; i < l; i ++ ) {
var object = objects[ i ];
object.rotation.y += 0.005;
}
}
renderer.render( scene, camera );
}
</script>
</body>
我试过这样的事情:
var loadingScreen =
{
scene = new THREE.Scene();
camera = new PerspectiveCamera(90, 1280/720, 0.1, 1000);
box : new THREE.Mesh(
new THREE.BoxGeometry(0.5,0.5, 0.5),
new THREE.MeshBasicMaterial ({color:0x4444ff})
)
};
var RESORUCES_LOADED = false;
将加载屏幕放入函数初始化中:
loadingScreen.box.position.set(0,0,5);
loadingScreen.camera.lookAt(loadingScreen.box.position);
loadingScreen.scene.add(loadingScreen.box);
最后在动画函数中:
if (RESORUCES_LOADED == false)
{
requestAnimationFrame(animate);
renderer.render(loadingScreen.scene, loadingScreen.camera);
stats.begin();
render();
stats.end();
return;
}
但这不起作用,您有什么提示吗?
我建议使用基于 CSS 的漂亮的预加载屏幕,而不是使用单独的场景。我创建了一个小 fiddle 来显示使用情况,并带有漂亮的 fade-out 加载屏幕。
重要的部分是 THREE.LoadingManager
的 onLoad
回调:
const loadingManager = new THREE.LoadingManager( () => {
const loadingScreen = document.getElementById( 'loading-screen' );
loadingScreen.classList.add( 'fade-out' );
// optional: remove loader from DOM via event listener
loadingScreen.addEventListener( 'transitionend', onTransitionEnd );
} );
https://jsfiddle.net/vfug1adn/19/
我从这里选择了 CSS:http://freefrontend.com/css-loaders/
如果您不删除加载程序 onTransitionEnd,您最终会在 DOM 中得到一个 CSS 动画 - 一直如此。
也就是说,这是我的看法。
const loadingManager = new THREE.LoadingManager(() => {
this.loadingScreenEl.nativeElement.classList.add('fade-out');
setTimeout(() => {
this.loadingScreenEl.nativeElement.style.display = 'none';
}, 1000);
}, () => {
this.loadingScreenEl.nativeElement.style.display = 'block';
if (this.loadingScreenEl.nativeElement.classList.contains('fade-out')) {
this.loadingScreenEl.nativeElement.classList.remove('fade-out');
}
});
说明:
1 - onLoad,淡出加载器,1 秒后将其移除(可以这么说)。
2 - onProgress,你显示加载器,如果它有 class 淡出,就去掉它。
环境:Angular 10 和 Three.js