三个.js导入纹理

Three .js importing textures

本文关键字:纹理 导入 js 三个      更新时间:2023-09-26

我使用three.js,现在有一个场景与地板和汽车作为json加载。一切都很好,但汽车只是黑色的,没有搅拌机的纹理。是否有可能直接从blender中导出纹理或添加纹理?

下面是我使用的代码:
<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>three.js - pointerlock controls</title>
    <style>
        html, body {
            width: 100%;
            height: 100%;
        }
        body {
            background-color: #eeeeee;
            margin: 0;
            overflow: hidden;
            font-family: arial;
        }
        #blocker {
            position: absolute;
            width: 100%;
            height: 100%;
            background-color: rgba(0,0,0,0.5);
        }
        #instructions {
            width: 100%;
            height: 100%;
            display: -webkit-box;
            display: -moz-box;
            display: box;
            -webkit-box-orient: horizontal;
            -moz-box-orient: horizontal;
            box-orient: horizontal;
            -webkit-box-pack: center;
            -moz-box-pack: center;
            box-pack: center;
            -webkit-box-align: center;
            -moz-box-align: center;
            box-align: center;
            color: #ffffff;
            text-align: center;
            cursor: pointer;
        }
    </style>
</head>
<body>
    <script src="../build/three.min.js"></script>
    <script src="js/controls/PointerLockControls.js"></script>
    <div id="blocker">
        <div id="instructions">
            <span style="font-size:40px">Click to move</span>
            <br />
            (WASD or Arrow Keys = Move, SPACE = Jump, MOUSE = Look around)
        </div>
    </div>
    <script>
        var camera, scene, renderer;
        var geometry, material, mesh;
        var loader;
        var mesh2;
        var loadModel;
        var controls,time = Date.now();
        var objects = [];
        var ray;
        var blocker = document.getElementById( 'blocker' );
        var instructions = document.getElementById( 'instructions' );
        // http://www.html5rocks.com/en/tutorials/pointerlock/intro/
        var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
        if ( havePointerLock ) {
            var element = document.body;
            var pointerlockchange = function ( event ) {
                if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {
                    controls.enabled = true;
                    blocker.style.display = 'none';
                } else {
                    controls.enabled = false;
                    blocker.style.display  = '-webkit-box';
                    blocker.style.display = '-moz-box';
                    blocker.style.display = 'box';
                    instructions.style.display = '';
                }
            }
            var pointerlockerror = function ( event ) {
                instructions.style.display = '';
            }
            // Hook pointer lock state change events
            document.addEventListener( 'pointerlockchange', pointerlockchange, false );
            document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );
            document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );
            document.addEventListener( 'pointerlockerror', pointerlockerror, false );
            document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );
            document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );
            instructions.addEventListener( 'click', function ( event ) {
                instructions.style.display = 'none';
                // Ask the browser to lock the pointer
                element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
                if ( /Firefox/i.test( navigator.userAgent ) ) {
                    var fullscreenchange = function ( event ) {
                        if ( document.fullscreenElement === element || document.mozFullscreenElement === element || document.mozFullScreenElement === element ) {
                            document.removeEventListener( 'fullscreenchange', fullscreenchange );
                            document.removeEventListener( 'mozfullscreenchange', fullscreenchange );
                            element.requestPointerLock();
                        }
                    }
                    document.addEventListener( 'fullscreenchange', fullscreenchange, false );
                    document.addEventListener( 'mozfullscreenchange', fullscreenchange, false );
                    element.requestFullscreen = element.requestFullscreen || element.mozRequestFullscreen || element.mozRequestFullScreen || element.webkitRequestFullscreen;
                    element.requestFullscreen();
                } else {
                    element.requestPointerLock();
                }
            }, false );
        } else {
            instructions.innerHTML = 'Your browser doesn''t seem to support Pointer Lock API';
        }
        init();
        animate();
        function init() {
            camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );

            scene = new THREE.Scene();
            scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
            var light = new THREE.DirectionalLight( 0xffffff, 1.5 );
            light.position.set( 1, 1, 1 );
            scene.add( light );
            var light = new THREE.DirectionalLight( 0xffffff, 0.75 );
            light.position.set( -1, - 0.5, -1 );
            scene.add( light );
            controls = new THREE.PointerLockControls( camera );
            scene.add( controls.getObject() );
            ray = new THREE.Raycaster();
            ray.ray.direction.set( 0, -1, 0 );
            // floor
            geometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
            geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
            for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
                var vertex = geometry.vertices[ i ];
                vertex.x += Math.random() * 20 - 10;
                vertex.y += Math.random() * 2;
                vertex.z += Math.random() * 20 - 10;
            }
            for ( var i = 0, l = geometry.faces.length; i < l; i ++ ) {
                var face = geometry.faces[ i ];
                face.vertexColors[ 0 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
                face.vertexColors[ 1 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
                face.vertexColors[ 2 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
                face.vertexColors[ 3 ] = new THREE.Color().setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
            }
            material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
            mesh = new THREE.Mesh( geometry, material );
            scene.add( mesh );
            // objects
    loader = new THREE.JSONLoader(  );
    loadModel = function(geometry) 
        {                        
            mesh2 = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/metal.jpg', new THREE.SphericalReflectionMapping() ) } ) );
            mesh2.scale.set(0.1, 0.1, 0.1);
            mesh2.position.set(0, 1, 0);
            mesh2.rotation.set(29.85, 3.14, 2);
            scene.add( mesh2 );
        };
    loader.load('blender.js/auto.js', loadModel );            

            //
            renderer = new THREE.WebGLRenderer();
            renderer.setSize( window.innerWidth, window.innerHeight );
            document.body.appendChild( renderer.domElement );
            //
            window.addEventListener( 'resize', onWindowResize, false );
        }
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize( window.innerWidth, window.innerHeight );
        }
        function animate() {
            requestAnimationFrame( animate );
            //
            controls.isOnObject( false );
            ray.ray.origin.copy( controls.getObject().position );
            ray.ray.origin.y -= 10;
            var intersections = ray.intersectObjects( objects );
            if ( intersections.length > 0 ) {
                var distance = intersections[ 0 ].distance;
                if ( distance > 0 && distance < 10 ) {
                    controls.isOnObject( true );
                }
            }
            controls.update( Date.now() - time );
            renderer.render( scene, camera );
            time = Date.now();
        }
    </script>
</body>
</html>

//objects的部分是我加载汽车的地方,我已经尝试添加一些不工作的示例纹理。最好的是当我可以简单地将纹理与模型一起导入blender时。

教程如何从blender导出:here

加载纹理对象:

var loader = new THREE.JSONLoader();          
loader.load( "obj.js", function(geometry, materials) {
     var material = new THREE.MeshFaceMaterial(materials);
     mesh = new THREE.Mesh(geometry, materials);
     scene.add(mesh)
});

单独添加纹理:

var loader = new THREE.JSONLoader();          
loader.load( "obj.js", function(geometry) {
     var texture = THREE.ImageUtils.loadTexture(textureUrl);
     var material = new THREE.MeshLambertMaterial({map: texture});
     mesh = new THREE.Mesh(geometry, material);
     scene.add(mesh)
});