将带有mtl的Blender obj文件导入到ThreeJS

问题描述 投票:0回答:1

我正在尝试将我在Blender中创建的对象文件导入ThreeJS。我的Blender项目如下所示:image

我将其导出为波形,为了导入到ThreeJS中,我使用了MTLLoader和OBJLoader,这是我的代码:

<script>
            var container;
            var camera, controls, scene, renderer, dragControls;
            var lighting, ambient, keyLight, fillLight, backLight;
            var windowHalfX = window.innerWidth / 2;
            var windowHalfY = window.innerHeight / 2;

            var keyboard = {};
            var floor;

            var objects = [];
            var meshes = [];

            var cameraParams = {speed: 0.1, turnSpeed: Math.PI * 0.5};

            var raycaster = new THREE.Raycaster();
            var mouse = new THREE.Vector2(1, 1), INTERSECTED;

            init();
            animate();

            function init() {
                container = document.createElement('div');
                document.body.appendChild(container);

                camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
                camera.position.set(0, 7, 25);

                scene = new THREE.Scene();
                ambient = new THREE.AmbientLight(0xffffff, 1.0);
                scene.add(ambient);

                keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
                keyLight.position.set(-100, 0, 100);

                fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
                fillLight.position.set(100, 0, 100);

                backLight = new THREE.DirectionalLight(0xffffff, 1.0);
                backLight.position.set(100, 0, -100).normalize();

                scene.add(keyLight);
                scene.add(fillLight);
                scene.add(backLight);

                // load model

                loadMesh('road', function(obj){
                    obj.position.y = 0;
                    obj.scale.x = 1;
                    obj.scale.y = 1;
                    obj.scale.z = 1;
                    addMesh(obj);
                });

                renderer = new THREE.WebGLRenderer();
                renderer.setPixelRatio(window.devicePixelRatio);
                renderer.setSize(window.innerWidth, window.innerHeight);
                renderer.setClearColor(new THREE.Color('hsl(0, 0%, 10%)'));

                container.appendChild(renderer.domElement);


                controls = new THREE.OrbitControls(camera, renderer.domElement);
                controls.enableDamping = true;
                controls.dampingFactor = 0.25;
                controls.enableZoom = false;

                dragControls = new THREE.DragControls(objects, camera, renderer.domElement);
                dragControls.addEventListener('dragstart', function (event) {
                    event.object.material.emissive.set(0xaaaaaa);
                    controls.enabled = false;
                });

                dragControls.addEventListener('dragend', function (event) {
                    event.object.material.emissive.set(0x000000);
                    controls.enabled = true;
                });

                window.addEventListener('resize', onWindowResize, false);
                window.addEventListener('keydown', keyDownEvent, false);
                window.addEventListener('keyup', keyUpEvent, false);
                window.addEventListener('mousemove', onMouseMove, false);
            }

            function addMesh(mesh) {
                meshes.push(mesh);
                scene.add(mesh);
            }

            function loadMesh(name, callback) {
                var objLoader = new THREE.OBJLoader();
                var matLoader = new THREE.MTLLoader();
                matLoader.setPath('assets/');
                matLoader.load('ROAD2.mtl', function(materials) {
                    materials.preload();
                    objLoader.setMaterials(materials);
                    objLoader.setPath('assets/');
                    objLoader.load('ROAD2.obj', function (obj) {
                        callback(obj);
                    });
                });
            }

            function onWindowResize() {
                camera.aspect = window.innerWidth/window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize(window.innerWidth, window.innerHeight);
            }

            function keyDownEvent(event) {
                keyboard[event.keyCode] = true;
            }

            function keyUpEvent(event) {
                keyboard[event.keyCode] = false;
            }

            function onMouseMove(event) {
                event.preventDefault();

                mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
                mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
            }

            function animate() {
                requestAnimationFrame(animate);

                if (keyboard[37]) { // left arrow key
                    camera.rotation.y += cameraParams.turnSpeed;
                }

                if (keyboard[39]) { // right arrow key
                    camera.rotation.y -= cameraParams.turnSpeed;
                }

                controls.update();
                render();
            }

            function render() {
                renderer.render(scene, camera);
            }

        </script>

我的Blender场景很少加载到我的浏览器中,当它加载时,它没有任何纹理。大多数时候,我的标签页崩溃之前,所有内容都无法加载,因为它吞噬了我所有的RAM(使用Firefox和http-server加载html)。我对问题是什么一无所知,还没有在Google上找到任何东西,大多数示例都是一个带有材质和纹理的对象。如果很重要,我的文件层次结构如下所示:

index.html
js/
   DragControls1.js
   MTLLoader.js
   OBJLoader.js
   OrbitControls.js
   three.js
assets/
   ROAD2.mtl
   ROAD2.obj
   cottage_textures.png
   road_texture.png

任何帮助将不胜感激。

javascript html textures blender
1个回答
0
投票

看来您的场景大约有7'000'000个顶点,这不是很多,而是太多。在Blender中,尝试在几个较小的对象中进行导出。例如,每个人分别是街道,一棵树,其中一所房屋等。使用这种方法,您可以接近场景的极限。

此外,请尝试在代码中复制场景中的多个对象,而不是在Blender中进行操作!

((在实时3D应用程序中,您应始终尝试使用最佳3D模型(几何,拓扑),而不要使用具有数百万个顶点的过大模型)

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