ThreeJS:如何用汽车网格替换立方体网格?
ThreeJS: How to replace a cube mesh with a car mesh?
我开发了一个在一个轴上移动的 3D 立方体来模拟加速度计传感器。
目前,我有一个玩具车的 .obj 和 .mtl,我打算将其添加到场景中(),但是当我删除
BoxGeometry 3D 立方体并将其替换为汽车网格我一直遇到这些错误:
我也收到此错误,指出未定义 obj,即使我在全局范围内定义了它,我仍然遇到同样的问题:
我检查了本地存在的库和其他功能,但我看不出问题出在哪里。
以下是我加载汽车模型的方式:
const scene = new THREE.Scene();
var loader = new THREE.OBJMTLLoader();
loader.load('https://jyunming-chen.github.io/tutsplus/models/toycar.obj', 'https://jyunming-chen.github.io/tutsplus/models/toycar.mtl',
function (vehicle) {
toycar = vehicle;
toycar.rotateY(-10.99);
scene.add(toycar);
});
这是我的完整 .HTML 代码和 js 实现:
这是 hoq 现在的样子:
这就是我的目标:
这是我当前的代码:
<html>
<head>
<meta charset="UTF-8">
<script src="./three.min.js"></script>
<script src="./require.js" type="text/javascript"></script>
<script src="./OrbitControls.js"></script>
<script src="./KeyboardState.js"></script>
<script src="./MTLLoader.js"></script>
<script src="./OBJMTLLoader.js"></script>
<script type="module"> import * as THREE from "./three.module.js"</script>
</head>
<body>
<canvas id="canvas" width="1000" height="600" style="border:1px solid #000000;"></canvas>
</body>
<script>
let sensorValue = 0;
let sensorAddr = 0;
var toycar;
StartRetrieveLiveData();
function main() {
const canvas = document.querySelector('#canvas');
const accelPanel = document.querySelector('#accelPanel');
const renderer = new THREE.WebGLRenderer({ alpha: true, canvas });
renderer.setClearColor( 0x626d73, 1 );
var context = canvas.getContext("2d");
var width = window.innerWidth;
var height = window.innerHeight;
const fov = 70;
const aspect = 2;
const near = 20;
const far = 500;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 50, 1.5);
camera.up.set(0, 0, 1);
camera.lookAt(0, 0, 0);
const scene = new THREE.Scene();
// var loader = new THREE.OBJMTLLoader();
// loader.load('https://jyunming-chen.github.io/tutsplus/models/toycar.obj', 'https://jyunming-chen.github.io/tutsplus/models/toycar.mtl',
// function (vehicle) {
// toycar = vehicle;
// toycar.rotateY(-10.99);
// scene.add(toycar);
// });
// An array of objects who's rotation to update
const objects = [];
const radius = 3;
const widthSegments = 3;
const heightSegments = 3;
const sphereGeometry = new THREE.BoxGeometry(radius, widthSegments, heightSegments);
const sunMaterial = new THREE.MeshBasicMaterial({ color: "green", wireframe: false });
const object = new THREE.Mesh(sphereGeometry, sunMaterial);
var cubeAxis = new THREE.AxesHelper(10);
object.add(cubeAxis);
object.scale.set(2, 2, 2);
scene.add(object);
objects.push(object);
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
objects.forEach((obj) => {
sensorValueIndex = ((sensorValue / 16384) * 10);
obj.position.z = ((sensorValue / 16384) * 20);
console.log("AccX: ",sensorValueIndex);
// // Here I take accelerometerX and pass them to the 3D model
// if (sensorAddr === 1) {
// }
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
function onMsg(event) {
// console.log(`[message] Data received from server: ${event.data}`);
// console.log("event.data = " + JSON.parse(event.data));
var received_msg = event.data;
var obj = JSON.parse(JSON.parse(received_msg));
if (obj !== null) {
if (
obj.hasOwnProperty("DataMapChangedObjectsAddressValue") &&
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"] !==
undefined
) {
sensorAddr =
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"];
sensorValue =
obj["DataMapChangedObjectsAddressValue"][0]["Value"];
// if (sensorAddr === 1) {
// sensorValueIndex = (sensorValue / 16384) * 500;
// }
}
}
}
function onOpen(e) {
console.log("SSE connected");
}
function onError(e) {
// console.log(`[error] ${error.message}`);
if (e.eventPhase == EventSource.CLOSED) this.source.close();
if (e.target.readyState == EventSource.CLOSED) {
console.log("SSE Disconnected");
} else if (e.target.readyState == EventSource.CONNECTING) {
console.log("SSE Connecting ...");
}
}
function StartRetrieveLiveData() {
if (!!window.EventSource) {
this.source = new EventSource("/sse");
} else {
console.log("Your browser doesn't support SSE");
}
this.source.addEventListener("message", e => this.onMsg(e));
this.source.addEventListener("open", e => this.onOpen(e), false);
this.source.addEventListener("error", e => this.onError(e), false);
// Add here (only mozilla)
main();
// Add here
}
</script>
</html>
请注意,当我使用 public 服务器时,一切正常,但我使用远程服务器(实际服务器)时出现这些错误,并且整个事情没有按预期工作。
希望有解决方案。
我解决了这个问题,所以我要回答这个问题。
首先,应该删除 document.querySelector('#canvas') 以避免创建两个 canvas,因为我正在调用 .这是一个愚蠢的错误,但我终于找到了。
其次,摄像头位置偏了,并没有真正指向汽车,所以屏幕上什么也没有显示。我调整了 X、Y 和 Z 轴上的 camera.position 以使其正确。
我在仔细调试代码时发现了很多其他愚蠢的错误,我还不是这门语言的专家,所以这些错误对我来说是一种学习经验。
最终的工作代码如下:
let sensorValue = 0;
var toycar;
StartRetrieveLiveData();
var scene, renderer, camera;
var controls, keyboard = new KeyboardState();
var toycar;
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setClearColor(0x626d73, 1);
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(10, width / height, 1, 10000);
camera.position.y = -150;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var loader = new THREE.OBJMTLLoader();
loader.load('./toycar.obj', './toycar.mtl',
function (object) {
toycar = object;
toycar.rotateZ(10.99); //toycar.rotateZ(-10.99);
scene.add(toycar);
});
var gridXZ = new THREE.GridHelper(350000, 10000);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(350, 20, 5);
scene.add(pointLight);
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
}
function animate() {
var angle = 0;
var speed = 0;
var pos = new THREE.Vector3(0, 0, 0);
var clock = new THREE.Clock();
var dt = clock.getDelta();
var dir = new THREE.Vector3(1, 0, 0);
dir.multiplyScalar(dt * speed);
dir.applyAxisAngle(new THREE.Vector3(0, 0, 0), 10);
pos.add(dir);
if (toycar != undefined) {
sensorValueIndex = ((sensorValue / 16384) * 50);
toycar.scale.set(0.1, 0.1, 0.1);
toycar.position.x = sensorValueIndex;
toycar.position.y = 0;
toycar.position.z = 0;
toycar.rotation.x = (angle + Math.PI);
}
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onMsg(event) {
var received_msg = event.data;
var obj = JSON.parse(JSON.parse(received_msg));
if (obj !== null) {
if (
obj.hasOwnProperty("DataMapChangedObjectsAddressValue") &&
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"] !==
undefined
) {
let sensorAddr =
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"];
sensorValue =
obj["DataMapChangedObjectsAddressValue"][0]["Value"];
if (sensorAddr === 1) {
sensorValueIndex = (sensorValue / 16384) * 10;
console.log(sensorValueIndex);
}
}
}
}
我开发了一个在一个轴上移动的 3D 立方体来模拟加速度计传感器。 目前,我有一个玩具车的 .obj 和 .mtl,我打算将其添加到场景中(),但是当我删除 BoxGeometry 3D 立方体并将其替换为汽车网格我一直遇到这些错误:
我也收到此错误,指出未定义 obj,即使我在全局范围内定义了它,我仍然遇到同样的问题:
我检查了本地存在的库和其他功能,但我看不出问题出在哪里。
以下是我加载汽车模型的方式:
const scene = new THREE.Scene();
var loader = new THREE.OBJMTLLoader();
loader.load('https://jyunming-chen.github.io/tutsplus/models/toycar.obj', 'https://jyunming-chen.github.io/tutsplus/models/toycar.mtl',
function (vehicle) {
toycar = vehicle;
toycar.rotateY(-10.99);
scene.add(toycar);
});
这是我的完整 .HTML 代码和 js 实现:
这是 hoq 现在的样子:
这就是我的目标:
这是我当前的代码:
<html>
<head>
<meta charset="UTF-8">
<script src="./three.min.js"></script>
<script src="./require.js" type="text/javascript"></script>
<script src="./OrbitControls.js"></script>
<script src="./KeyboardState.js"></script>
<script src="./MTLLoader.js"></script>
<script src="./OBJMTLLoader.js"></script>
<script type="module"> import * as THREE from "./three.module.js"</script>
</head>
<body>
<canvas id="canvas" width="1000" height="600" style="border:1px solid #000000;"></canvas>
</body>
<script>
let sensorValue = 0;
let sensorAddr = 0;
var toycar;
StartRetrieveLiveData();
function main() {
const canvas = document.querySelector('#canvas');
const accelPanel = document.querySelector('#accelPanel');
const renderer = new THREE.WebGLRenderer({ alpha: true, canvas });
renderer.setClearColor( 0x626d73, 1 );
var context = canvas.getContext("2d");
var width = window.innerWidth;
var height = window.innerHeight;
const fov = 70;
const aspect = 2;
const near = 20;
const far = 500;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 50, 1.5);
camera.up.set(0, 0, 1);
camera.lookAt(0, 0, 0);
const scene = new THREE.Scene();
// var loader = new THREE.OBJMTLLoader();
// loader.load('https://jyunming-chen.github.io/tutsplus/models/toycar.obj', 'https://jyunming-chen.github.io/tutsplus/models/toycar.mtl',
// function (vehicle) {
// toycar = vehicle;
// toycar.rotateY(-10.99);
// scene.add(toycar);
// });
// An array of objects who's rotation to update
const objects = [];
const radius = 3;
const widthSegments = 3;
const heightSegments = 3;
const sphereGeometry = new THREE.BoxGeometry(radius, widthSegments, heightSegments);
const sunMaterial = new THREE.MeshBasicMaterial({ color: "green", wireframe: false });
const object = new THREE.Mesh(sphereGeometry, sunMaterial);
var cubeAxis = new THREE.AxesHelper(10);
object.add(cubeAxis);
object.scale.set(2, 2, 2);
scene.add(object);
objects.push(object);
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
objects.forEach((obj) => {
sensorValueIndex = ((sensorValue / 16384) * 10);
obj.position.z = ((sensorValue / 16384) * 20);
console.log("AccX: ",sensorValueIndex);
// // Here I take accelerometerX and pass them to the 3D model
// if (sensorAddr === 1) {
// }
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
function onMsg(event) {
// console.log(`[message] Data received from server: ${event.data}`);
// console.log("event.data = " + JSON.parse(event.data));
var received_msg = event.data;
var obj = JSON.parse(JSON.parse(received_msg));
if (obj !== null) {
if (
obj.hasOwnProperty("DataMapChangedObjectsAddressValue") &&
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"] !==
undefined
) {
sensorAddr =
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"];
sensorValue =
obj["DataMapChangedObjectsAddressValue"][0]["Value"];
// if (sensorAddr === 1) {
// sensorValueIndex = (sensorValue / 16384) * 500;
// }
}
}
}
function onOpen(e) {
console.log("SSE connected");
}
function onError(e) {
// console.log(`[error] ${error.message}`);
if (e.eventPhase == EventSource.CLOSED) this.source.close();
if (e.target.readyState == EventSource.CLOSED) {
console.log("SSE Disconnected");
} else if (e.target.readyState == EventSource.CONNECTING) {
console.log("SSE Connecting ...");
}
}
function StartRetrieveLiveData() {
if (!!window.EventSource) {
this.source = new EventSource("/sse");
} else {
console.log("Your browser doesn't support SSE");
}
this.source.addEventListener("message", e => this.onMsg(e));
this.source.addEventListener("open", e => this.onOpen(e), false);
this.source.addEventListener("error", e => this.onError(e), false);
// Add here (only mozilla)
main();
// Add here
}
</script>
</html>
请注意,当我使用 public 服务器时,一切正常,但我使用远程服务器(实际服务器)时出现这些错误,并且整个事情没有按预期工作。
希望有解决方案。
我解决了这个问题,所以我要回答这个问题。
首先,应该删除 document.querySelector('#canvas') 以避免创建两个 canvas,因为我正在调用 .这是一个愚蠢的错误,但我终于找到了。
其次,摄像头位置偏了,并没有真正指向汽车,所以屏幕上什么也没有显示。我调整了 X、Y 和 Z 轴上的 camera.position 以使其正确。
我在仔细调试代码时发现了很多其他愚蠢的错误,我还不是这门语言的专家,所以这些错误对我来说是一种学习经验。
最终的工作代码如下:
let sensorValue = 0;
var toycar;
StartRetrieveLiveData();
var scene, renderer, camera;
var controls, keyboard = new KeyboardState();
var toycar;
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setClearColor(0x626d73, 1);
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(10, width / height, 1, 10000);
camera.position.y = -150;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var loader = new THREE.OBJMTLLoader();
loader.load('./toycar.obj', './toycar.mtl',
function (object) {
toycar = object;
toycar.rotateZ(10.99); //toycar.rotateZ(-10.99);
scene.add(toycar);
});
var gridXZ = new THREE.GridHelper(350000, 10000);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(350, 20, 5);
scene.add(pointLight);
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
}
function animate() {
var angle = 0;
var speed = 0;
var pos = new THREE.Vector3(0, 0, 0);
var clock = new THREE.Clock();
var dt = clock.getDelta();
var dir = new THREE.Vector3(1, 0, 0);
dir.multiplyScalar(dt * speed);
dir.applyAxisAngle(new THREE.Vector3(0, 0, 0), 10);
pos.add(dir);
if (toycar != undefined) {
sensorValueIndex = ((sensorValue / 16384) * 50);
toycar.scale.set(0.1, 0.1, 0.1);
toycar.position.x = sensorValueIndex;
toycar.position.y = 0;
toycar.position.z = 0;
toycar.rotation.x = (angle + Math.PI);
}
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onMsg(event) {
var received_msg = event.data;
var obj = JSON.parse(JSON.parse(received_msg));
if (obj !== null) {
if (
obj.hasOwnProperty("DataMapChangedObjectsAddressValue") &&
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"] !==
undefined
) {
let sensorAddr =
obj["DataMapChangedObjectsAddressValue"][0]["DataMapAddress"];
sensorValue =
obj["DataMapChangedObjectsAddressValue"][0]["Value"];
if (sensorAddr === 1) {
sensorValueIndex = (sensorValue / 16384) * 10;
console.log(sensorValueIndex);
}
}
}
}